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CHAPTER
HONOUR
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Expansion Rules for using
Space Marines in Explorator games, By Sean Patten
SQUADS-You will earn and use Capital (CAP), Experience
(EXP), and Loyalty (LOY) points to improve your squad during the campaign.
You start with 16 LOY and 12 CAP. Note that the members
of each squad are divided into two types- TROOPS and CHARACTERS. Note that
troops are automatically replaced, whereas characters are not!
MISSIONS- scenarios are made up of two parts. The ENVIRONMENT
covers where the mission takes place, and includes rules for blips, natural
hazards, special rules for terrain, etc. The MISSION itself covers how
the each game starts and ends, and what the team must accomplish on the
given mission. Note that some MISSIONs extend over several games. Occasionally,
a mission involves open warfare against an intelligent enemy- this type
of mission is known as a BATTLE. For battle games, one of the players must
volunteer to run the enemy instead of their own squad. The mission writeup
will explain how they can earn points for their squad even while they are
absent from the battle.
BASIC RULES FOR MISSIONS: BLIPS. If a mission has
blips, place the blips face down, randomly. To reveal a blip, you must
touch it during your movement. Consult the Environment rules for any blips
you reveal. Note that some blips have to be CARRIED to a board edge and
dropped off , or in your posession at the end of the game in order to earn
them. CARRYING. To Carry an item, you must first pick it up by spending
an action. While you carry the item, you may either move or spend an action,
not both. You may drop the item for free, anywhere next to you (even on
another model, who will then be carrying it). You may carry your own troops
if they are KOed, stunned, wounded, or killed, using the same rules- this
may allow you to rescue your troops and their equipment from danger.
REQUISITIONING TROOPS AND VEHICLES: Sometimes you'll need
a vehicle or special equipment just for a short while. You need to invest
in the REQUISITION POOL to be able to requisition. For every 5 points
of LOY or CAP you put into the vehicle pool, you will earn 1 REQ point
at the beginning of each mission. You spend REQ points to requisition vehicles
or equipment as described in the Requisition List below.
The item will be yours to use until the particular mission you are playing
is over. Note that you may not requisition in the middle of a mission!
POST GAME
DEFAULT AWARD: +1 EXP. Unless a mission says otherwise,
each time your squad plays a game, they earn +1 EXP. in addition to any
mission specific awards. KILL POINTS: In battle games, total
up the points values of all enemies you kill (this is your kill points).
Divide the kill points by your squad's value (round up). You earn
that much Loyalty for the kills. At the end of each game, roll
on the wound chart for each wounded model.
WOUND CHART (medic may reroll)
| 1 |
COMPLICATIONS- model dies! |
3-4 |
FIRST AID- Recover 1 hit. |
| 2 |
OUT OF ACTION- model is alive,
but treated as KOed for the remainder of the mission. |
5 |
PATCH UP- Recover 2 hits. |
| 6 |
RECOVERED- Recover all hits. |
GAIN SKILLS- As your squad
gains experience they may buy skills. However, what kind of skills and
how many skills is limited by what Squad types and Special Characters they
have. In the troop listings, each character or squad type will have their
allowed Skills listed. They do not come with these skills- the skills must
be bought at a cost of 5
EXP each.
POST MISSION
DEFAULT AWARDS FOR COMPLETING A MISSION: +1 CAP, +1 LOY
unless a mission says otherwise.
LEADERSHIP BONUS: Roll 1 white die per character
that survives the mission. For each troop model lost due to the mission,
subtract 1 from the roll. If the total is >0, earn +1 LOY.
TITHES:
You may exchange 2 LOY for 1 CAP.
RECOVERING FORCES, WEAPONS AND EQUIPMENT- If the squad
lost any models, they may replace them for free at the end of a mission.
If the squad lost any weapons or equipment (like exploding weapons), you
may replace them at the end of the mission for free. You may not replace
1-use items this way! (drugs for example). Note that some missions extend
over several games, so you may have to wait a while to replace casualties
and weapons!
RECRUIT NEW MEMBERS- To increase the size of your force,
you may spend LOY to purchase new troops or characters. Remember
that the maximum size of your force is limited to 10 models (not counting
requisitioned forces). If you wish to PROMOTE one character type to another
type, pay the points difference in EXP. MUSTERING OUT: Any
model that survived the mission may be traded back for their original value
in LOY/EXP. You must return their default weapons too!
PURCHASE WEAPONS AND EQUIPMENT- To purchase additional
weapons and equipment, you must pay the cost listed in CAP. You
may purchase RATION POINTS with CAP: for each CAP you spent, you will earn
1 Ration Point per game (the same way Requisition points are earned every
mission). Ration points may then be used to take grenades and special
ammo (see below for details). Following is the chart of ALL
weapons available to Marines. Marines may not use weapons from other
charts, nor can anyone use weapons from the marine charts (Imperial Guard
for example). This is because the same type of weapon may perform
differently when in the hands of a Space Marine.
NOTE: SQD= what squad types may take the weapon (leaders
count as part of a squad and as characters)..
S=Scout. A= Assault. V= Veteran. D=Devastator.
C= Characters. T= Terminator equipped troops.
Special and heavy weapon availability is listed under
squad type. Characters can't take heavy weapons.
Captains and Lords may take one special weapon, which
must be part of a combi-weapon.
| MELEE |
DICE |
GRAZE |
$C |
SQD.
|
NOTES- all take 1 hand. |
| Knife |
o |
W |
1/2 |
All |
|
| Axe |
oo |
W |
1 |
SAVC |
|
| Sword |
o R |
W |
1 |
SAVC |
Reroll |
| Shield |
o |
S |
1 |
SA |
Incoming damage -o |
| Maul |
oo |
S |
1 |
SAVC |
Kill = KO |
| Chainsword |
Oo+P |
W |
2 |
SAVC |
|
| Power Axe |
Ooo |
W |
3 |
AVC |
|
| Power Sword |
Oo R |
W |
3 |
AVC |
Reroll. 2H2. |
| Power Glove |
OO+P |
K |
4 |
AVTC |
|
| Power Maul |
OO |
KO |
4 |
AVC |
|
| Lightning Claw |
OO R |
W |
4 |
TC |
Reroll. 2H2. |
| Chain Fist |
OO+P |
W |
4 |
T |
Free Forced Entry |
| Thunder Hammer |
OOO+P |
K |
6 |
TC |
St.shield cost -3 |
| Storm Shield |
O |
S |
5 |
TC |
Incoming damage -O |
REROLL(R): May reroll 1 of your own dice. If you have this
TWICE, you may reroll one opponent die!
2 HANDED WEAPONS: Cost is +3, Adds +OO to melee.
SCYTHES! 2H2: 2 Handed cost only +2.
PAIR OF WEAPONS: You may purchase 2 identical weapons
as a 2-handed weapon if you wish.
FORCE WEAPONS: Cost is +3. Adds users Psy value to the
roll.
| PISTOL |
DICE |
GRAZE |
FAIL |
$C |
SQD. |
NOTES |
| Bolt pistol |
oo |
K |
J |
1 |
All |
8" Range. |
| Auto Pistol |
oo |
W |
J |
1/2 |
SA |
8" Range. |
| Fullauto Pistol |
oo |
W |
J |
2 |
SA |
8" Range. Rapid fire. |
| Hand Flamer |
Oo |
W |
J |
4 |
AC |
SFT, Burn |
| Plasma Pistol |
Oo |
W |
J |
5 |
AC |
Line Effect. 8" Range. |
PISTOLS IN MELEE: Takes 1 hand. Add their dice to your melee.
Fails will still apply!
SFT= Hand Flamer Template.
| BASIC |
DICE |
GRAZE |
FAIL |
$C |
SQD. |
NOTES |
| Autogun |
oo |
W |
J |
1/2 |
S |
|
| Shotgun |
ooo |
S |
J |
1 |
S |
KB, 1" AREA, 8" Range. |
| Bolter |
oo |
K |
J |
1 |
All |
KB. |
| Storm Bolter |
Oo |
K |
J |
3 |
TC |
KB. Rapid Fire. |
For descriptions of weapon effects, grazes, etc. please consult
the Rules Crusade basic rules sheet.
| SPECIAL |
DICE |
GRAZE |
FAIL |
$C |
NOTES (All cause -1" move) |
| Heavy Stubber |
OO |
S |
J |
5 |
Split fire (*), Rapid Fire |
| Flamer |
OO |
W |
J |
5 |
FT, Burn |
| Grenade Launch. |
g |
g |
J |
1 |
IFC. g = As Grenade Used. |
| Meltagun |
OO+1 |
W |
J |
5 |
FT |
| Plasma Gun |
OO |
W |
J |
5 |
Line Effect |
FT= Flamer Template.
| HEAVY |
DICE |
GRAZE |
FAIL |
$C |
NOTES (All -2" move, Heavy) |
| Heavy Bolter |
OO |
K |
J |
5 |
KB, Split fire, Rapid Fire |
| Heavy Flamer |
OO+P |
W |
J |
5 |
HFT, Burn |
| Multimelta |
OOO+1 |
W |
J |
6 |
HFT |
| Missile Launcher |
OO |
K |
J |
6 |
2" Blast, Ignores Range penalties |
| Heavy Plasma |
OOO |
W |
J |
7 |
Line Effect |
| Las Cannon |
OOO |
K |
- |
7 |
Or, take 2 shots at OO |
| Assault Cannon |
OOO |
K |
J/X |
10 |
Split fire, Rapid fire (TDA only) |
| Cyclone Launcher |
OOx3 |
K |
J |
10 |
1"A, 3 shots/turn. -1 hand. (TDA only) |
HFT=Heavy Flamer Template. 1"A= 1 inch Area effect.
HEAVY: Models with heavy weapons ignore KB.
RATIONED ITEMS: Grenades and Special Ammo are Rationed
items. Purchase RATION POINTS (R) with CAP: for each CAP you spent,
you will earn 1 Ration Point per game (the same way Requisition points
are earned every mission). Keep track of your total Ration Points
available- add those earned, deduct those used. The grenade cost
listed [in brackets] is the Ration Point cost for 1 grenade. If you
do not use the grenade, cash it back in at the end of the game for it's
Ration Points value. Remember that your Squad type determines what
grenade types are available to you.
| GRENADE |
DICE |
Grz. |
AREA |
$R |
SQD. |
NOTES: 8" Range. Ignore front cover. |
| Blind |
Auto |
-- |
3" |
[5] |
SAV |
Models hit may hide for free. |
| DemoCharge |
OOOO+P |
W |
3" |
[4] |
SD |
Must place. Blows at end of your turn. |
| Frag |
OO |
W |
2"B |
[3] |
All |
KB |
| Krak |
OO+1+P |
K |
-- |
[4] |
ADV |
|
| Meltabomb |
+OO |
K |
-- |
[4] |
AV |
Add to 1 melee attack (-1 hand) |
| Plasma |
OO |
W |
2" |
[5] |
ADV |
Burn. |
| Photon |
(OOO) |
S |
3" |
[4] |
AV |
Burn. Max damage = stun. |
| Smoke |
Auto |
-- |
3" |
[2] |
All |
Grants cover (as darkness) for 1 turn. |
| Vortex |
6 reds |
K |
3" |
[13] |
V |
Persistant. Moves OO"/turn (6= gone) |
Any model in your squad may throw a grenade as their attack
action. Remember that all offensive grenades ignore Front cover (IE, Barricades)
but not Top cover (IE buildings). 2"B= 2 inch BLAST: Center the template
on a target. Center target takes KB from firer. Total damage rolled applies
to center target. All other targets take KB from the center. Only the highest
die applies to them for damage.
EQUIPMENT CHART
| COST |
EQUIPMENT |
NOTES |
| 1C |
Targeter |
Assign to a ranged weapon. When shooting, may reroll one die / turn. |
| 1C* |
Compensator |
May rapid fire a Bolt Pistol. |
| 2C |
Suspensor |
Ignores 1" of move penalty for carrying a special or heavy weapon. |
| 2C |
Auspex |
As an action, you may reveal enemies or examine blips within 12". Roll a red die to determine how many you may examine / reveal. |
| 2C* |
Power Field |
+1 Hit. (max 1 per model). The hit may be healed by Techmarine
as 1 action once per game, but may not be healed by medic. |
| 2C |
Servo Skull |
| M |
A |
H |
B |
Small. Animal. Flies. |
| 8F |
1 |
0 |
o |
May reveal blips. May equip and use Auspex. Replace
for free each game. |
| 3C* |
Chapter Relic |
Bearer's kill points are worth twice the normal amount.
(Max. 1/ chapter). |
| 3C* |
Auto Launcher |
When attacking, you may also fire a grenade up to 12" (Reload). |
| 7C* |
Jump Pack |
Move 8". Flies. LIMITED- Assault. |
| 10C* |
TDA |
Armor 3. Heavy. May not use bike / jump pack. LIMIT-
Veteran. |
| 10C* |
Bike |
Mount. Move 6x2. Melee
O+1, -1 hand. +1 veh. card.
LIMIT- Assault. |
| 2L |
Purity Seal |
Bearer ignores direct effect of enemy cards. Cannot be Controlled. |
| 5L |
Standard |
Grants +1 Orders card for the squad. Bearer may
not hide. -1 Hand unless bearer has a Power Glove (allowed regardless
of squad type). (Max. 1 / chapter). |
LIMITED: Squad must be of type listed- otherwise, a Character
may purchase the item as a CMD item (see below for details).
A character may requisition 1 of the item for 1 requisition point
(all restrictions for Requisition apply). *= Characters only.
| COST |
CMD ITEMS |
If you take the same CMD item more
than once, each will take an ADDITIONAL CMD slot! Exceptions: Digital
weapons, Psy links. |
| 3C* |
Digital Weapon |
Free attack: o K/-, 4"range. May combine dice for multiples.
May have up to 4 on one character, and they will only count as one CMD
item. |
| 3C* |
Bionic Arm |
Melee +1. As Throw skill. Must be modelled (MBM). |
| 3C* |
Bionic Leg |
Move +1". Free Forced Entry. Reroll jump/scrabble/fall rolls.
MBM. |
| 3C* |
Bionic Eye |
May reroll all ranged attacks, inc. grenades. Ignore darkness.
MBM. |
| 7C* |
Force Field |
Deduct O from incoming damage. (max. 1 per model) |
| 10C* |
Inferno Pistol |
OO+1, W/J, SFT, as Pistol. |
| +W* |
Master Crafted |
Adds +1 to weapon roll. Weapon won't fail. +W= +cost of weapon
in Cap. Max cost to MC melee weapon: 2. |
| 4+Sp.* |
Combiweapon |
May combine a Bolter with a Sp. Weapon and fire both as 1 attack. Pay
4 + cost of Sp. weapon. Sp. weapon does NOT count towards squad's
weapons totals. Weapons must have seperate Master Crafting
and targeters. |
| 3L* |
Shadow |
| M |
A |
H |
B |
Small. Always Parries. Cannot
attack, ZOC, or use weapons other than smoke / blind grenades. |
| 6 |
1 |
1* |
oo |
* Treat all incoming damage as a Stun. |
| 3C* |
Psy-Link |
Adjacent Shadow/Servo skull/Cherub may spend an action
to reroll any 1 die for any 1 roll the character makes that turn (falling,
wound chart, attack- anything). |
SQUAD TYPES
STARTING NEW SQUADS: Each player starts with 16
LOY and 12 CAP to purchase and equip their squad.
NOTES on Squad types: $= Cost in LOY to
get squad. WEAPONS indicates what Special / Heavy weapons may be
taken by the squad (including Characters). Other squad type weapon
restrictions are indicated in the weapons charts.
SKILLS indicates how many of what skill type may be taken
for that squad. You must purchase the skills with Experience.
| $L |
SQUAD |
Max # troops |
ALLOWED
WEAPONS |
REQUISITION |
SKILLS |
| 0 |
Scout |
4 |
1x Sp. / Hvy. |
None. Scout troops only. |
2 Scout |
| 5* |
Tactical |
6 |
1x Sp.,
1x Sp./Hvy. |
Dread, Rhino, Razorback, Vindicator, Whirlwind,
Drop Pod, Raptor. |
2 Law or War |
| 20 |
Assault |
5 |
2x Sp. |
As Tactical, plus Bikes, Attack Bike, Jump Packs, Land
Speeder. |
2 Assault |
| 20 |
Devastator |
5 |
4x Sp. / Hvy. |
As Tactical, plus Predator. |
2 Devastator |
| +10 |
+ Veteran |
+0 |
+1 Sp. / Hvy. |
As squad, plus Land Raider, Thunderhawk, TDA armor |
+2 Veteran |
Cost is in Loyalty. May use Exp. or Loyalty to "promote"
from one squad type to another. Veteran status is in addition to
squad type!
*NOTE for TACTICAL: you must also pay to upgrade all
of your scouts to full marines (Exp. or Loy).
VETERAN STATUS: Once you go to Veteran squad,
you cannot change squad types anymore! Example: you must go to Assault
before going to Veteran assault. If you go to tactical Veteran, you
can't then go to Veteran Devastator, etc.
SPACE MARINES
| $L |
TYPE |
M |
A |
H |
B |
Notes |
Skills |
Orders |
| 3 |
Scout |
8 |
1 |
1 |
Oo |
Scout squad only. |
as squad type |
- |
| 5 |
Marine |
6 |
2 |
1 |
O+1R |
Ignore stun from KB. |
as squad type |
- |
| 10 |
Sergeant |
6 |
2 |
2 |
O+1R |
". CMD. |
1 F/L/W |
0 |
| 15 |
Lieutenant |
6 |
2 |
3 |
O+1R |
". CMD. |
1 F/L/W |
1 |
| 25 |
Captain |
6 |
2 |
4 |
O+2R |
". CMD x3. Subordinate. |
2 F/L/W |
1 |
| 40 |
Lord |
6 |
2 |
5 |
O+3R |
". CMD x4. Subordinate. |
2 F/L/W |
2 |
2 Fisted: Cost 1 EXP. per model. Allows
a model with two pistols to fire both at 6" range. May use with Snap
Fire too.
Blitz: Cost 1 EXP. per model. A model with
2 hands worth of melee weapons in hand may charge (as assault skill).
MARINE SKILLS: Any marine (except scout) can:
Reroll in melee, may Snap Fire, may Rapid Fire bolters.
OFFICERS: Sgt, Lieut, Capt, Lord are Officers. Max
1 officer / squad. F/L/W= choose from Faith, Law, or War
skills.
Officers count as characters. Characters may not
normally take Special or Heavy weapons! Subordinate: may take an
additional officer at least 2 ranks lower than you.
ORDERS CARDS: All orders cards last 1 full turn,
and are discarded after use.
SPECIALISTS
| $L |
TYPE |
M |
A |
H |
B |
ALLOWANCES |
SKILLS |
| 10 |
Techmarine |
6 |
2 |
1 |
O+1R |
CMD. 1x free vehicle card. |
Maintenance, Shut Down. (Forge). |
| 10 |
Apothecary |
6 |
2 |
1 |
O+1R |
CMD. |
Medic, Last Rites. (Frenzy). |
| 10 |
Chaplain |
6 |
2 |
2 |
O+1R |
CMD. Purity seals cost 1/2. |
1 Faith (1 Law) |
| 10 |
Librarian |
6 |
2 |
1 |
O+1R |
CMD. |
Psy level 1 (2) |
| 5 |
Sniper |
6 |
2 |
1 |
O+1R |
Free Sniper Rifle. |
Infiltrate. (Marksman). |
| +7 |
+Master |
" |
" |
+1 |
+1 |
" |
+ (listed) |
All specialists count as Characters. Skills are free
except Chaplain's which must be purchased. Skills in parentheses
are only available to Masters. Troops may be promoted to specialists
by paying the difference in cost in EXP. A marine squad may have
up to 2 specialists.
| WEAPON |
DICE |
GRAZE |
FAIL |
$ |
NOTES |
| Sniper Rifle |
O+1 |
W |
J |
4C |
Ignores range if no move. (Sniper only) |
| Needler |
o |
KO |
J |
5C |
IA. Pistol. 12" range. (Medic only) |
| Toxin Rounds |
+O |
K |
J |
5R |
Needler / Sniper rifle only. Rationed. |
| $C |
EQUIPMENT |
NOTES |
| 4 |
Servo Arm |
As an action, you may repair 1 red die of hits on a stationary
vehicle (minimum of 1). Adds +O to your base melee.
(Techmarine Only) |
| 2 |
Immunizer |
Your squad may ignore the effects of poison / plague. (Medic only) |
| 2 |
Progenator |
You may "recover" dead marines by spending an action
adjacent instead of carrying the body. Also, base melee +o.
(Medic only) |
| 2 |
Psychic Hood |
You may reroll in Mind War (see Psychic
rules). (Librarian only) |
| 3 |
Rosarius |
Deducts the roll of a red die from incoming damage. (Chaplain
only) |
| 3 |
Crozius |
Melee weapon: OO, graze = KO. (Chaplain only). |
| 2 |
Sniper Scope |
Ignore cover if no move. (Sniper only) |
| 1 |
Silencer |
Firing Sniper rifle will not forfeit hidden status. (Sniper only) |
| 2 Exp. |
Infiltrate |
You may infiltrate (as scout skill) in battle games. (Sniper
only) |
REQUISITION
Your squad type dictates what types of vehicles may be requisitioned.
Stats for Jump Packs, TDA can be found in the Equipment chart above.
Stats for all vehicles can be found in the Vehicles
rules.
| REQ |
VEHICLE |
NOTES |
| 2 |
Jump Pack x 5 |
Move 8". Fly. (may req. 1 for 1). No Heavy! |
| 4 |
TDA x 5 |
Armor 3. Heavy. See below for weapon options.
(may req. 1 for 1) |
| 2 |
Bike x3 |
Squad members must act as crew. (may req. 1 for 1). No
Heavy! |
| 1 |
Attack Bike |
Squad members must act as crew. No Heavy! |
| 2 |
Land Speeder |
Crew included with vehicle. |
| 3 |
Dreadnought |
Veteran squads may take up to 2. |
| 2 |
Rhino |
Storm Bolter counts as a vehicle card-- may exchange |
| 3 |
Rhino Variant: |
Whirlwind / Vindicator / Razorback / Predator. |
| 2 |
Deep Strike: |
Drop Pod or Teleport (see below). May not take vehicle
cards. |
| 5 |
Land Raider |
|
| 4 |
Raptor Drop ship |
Must purchase HK missiles seperately. |
| 6 |
Thunderhawk |
Veteran squads only. |
| 1 |
2 Vehicle Cards |
Additional 2 vehicle cards of your choice. |
Teleport: Entire squad may start anywhere on the board but must be within
a 12" Diameter of each other.
May req. 1 for 1: May requisition a single one
of the item for 1 requisition point. HEAVY: Models with Heavy
weapons or TDA ignore KB, but cannot take jump packs or bikes.
TDA: Comes with Storm Bolter, Power Glove. May
not use in conjunction with Bikes or Jump Packs.
One marine may take a chain fist in place of a Power
Glove. One marine may exchange for pair of Lightning claws,
or Thunder Hammer and Storm Shield. One marine may exchange his Storm Bolter
for a Heavy Weapon (characters may not take heavy weapons).
Veteran Devastator squad: All members may take heavy
weapons, but may not take more than one of each weapon type.
Veteran Assault squad: All members may take Lightning
Claws / T.hammer + Storm Shield.
CHAPTER LISTINGS
SKILL: The chapter may purchase this skill for -1 Experience. They
may purchase the skill at any time, regardless of squad type. Character
specific skills must be assigned to one character, but can be purchased
for more than one character. These skills count towards your total
number of skills, but can be treated as any type (so if you have a war
skill slot open, you could take your chapter skill in that slot instead).
If you have no more slots available, you may buy a chapter skill in ADDITION
to your other skills, but the cost is doubled (8 exp. instead of 4).
EQUIPMENT: The chapter will automatically earn 3 capital towards the
purchase of the Equipment listed. If it is a Requisitioned item,
they may requisition it for -1 Req. cost. The equipment may be used
by any troops or characters, regardless of squad type, and does not count
toward CMD item totals.
ARTIFACT: Must be lieutenant or higher to buy, but anyone can carry.
All artifacts cost 5 loy, and don't count toward CMD item or Chapter Relic
totals!
SPECIAL: Special Rules for the chapter appear below the chart for each
chapter.
| Black Templars |
Blessing |
Storm Shields |
ARTIFACT: Maltese Cross. Acts as a Chapter Relic. Bearer may
take +1 FAITH skill.
| $ |
TYPE |
M |
A |
H |
B |
Notes |
Weapons |
Skills/Orders |
| 2 |
Squire |
6 |
0 |
1 |
o |
May not use orders / skills except FAITH. |
as Scout |
(Troop) |
SQUIRES: May take 1 squire for every two marines. They do not
count towards the squad total.
ARTIFACT: Red Grail. Acts as a Standard.
RED THIRST: Characters that have taken any hits MUST spend an
extra turn adjacent to any models they kill- this will recover 1 hit.
They may ignore this rule if they have a Medic in the squad.
DEATH COMPANY: As ASSAULT squad. Ignores W, KO grazes.
Melee +O. May not reroll. Must roll on wound chart -1
for each troop at end of each game. May not take any characters except
Chaplain!
| Crimson Fists |
Grim, Concerted |
Power Fists |
SPECIAL:
| Dark Angels |
No Escape |
Power Swords |
ARTIFACT: Lion Helm. As force field, except has a 2" radius.
May be carried by a Shadow.
SPECIAL: Honor Dagger. Cost 1 Cap, MBM, takes no hands.
If you tie (or win a parry) in melee, do a wound to your opponent. RAVENWING:
Veteran Assault squad gets RIDER skill for free. DEATHWING: Veteran
Tactical squad may take +1 CMD item.
RIVALS: When fighting alongside Space Wolves, earn +1 Loy if you beat
them in kill points, lose 1 Loy if they beat you.
SQUIRES: May take 1 squire for every two marines (See Black Templars
for stats). They do not count towards the squad total.
| Deathwatch |
Marksman |
Targeters |
SPECIAL: M40 pattern Bolters. Bolters and Heavy Bolters
may fire any of the following special ammo, which replace the weapon's
standard K, KB effects with those described below.
Hellfire Bolts: K, +1 vs. targets with natural armor (Tyranids)
Inferno Bolts: W, Burn
Metal Storm Bolts: 1" A, W, IFC.
Kraken Bolts: +P, W
Tracker Bolts: W and all future tracker shots are at +1.
Stalker Bolts: W, will not reveal a hidden firer.
| Grey Knights |
Hip Shot |
Storm Bolters, Force Weapons, Psychic Hood |
ELITE: May not use scouts or specialists. Start as tactical squad
for free.
AEGIS SUIT: Cost 1 cap. Troop may reroll one die of any incoming
attacks from Daemons or Psykers.
PSY-BOLTS: Cost 3 cap. Adds 1 white die per psy level when firing
a bolt weapon (red die when used vs. daemons or psykers).
PSYCHIC TRAINING: Cost +1 experience. Troops have Psy level 1, but
may not contribute or use cards.
PSYCHIC MASTERY: Characters only. Cost 5 / 15 / 20 experience
for psy level 1 / 2 / 3, respectively.
| Howling Griffons |
Dive |
Grenades |
HOWL: May take Battle Cry orders for free.
| Imperial Fists |
Entrenched, Hip Shot |
Suspensors, Meltabombs |
ARTIFACT: Anchorus. As Bionic leg, may rapid fire at any range.
GUNNER: Characters may take a special weapon, won't count toward the
squad's total # of weapons.
| Iron Hands |
Hardened, Death Grip |
Bionic Arms |
SMASH: Models with a bionic arm may use special or heavy weapons
as a melee weapon: OO, graze = stun, 2 hands, may not reroll,
fail = Jam.
| Legion of Damned |
Infiltrate, Carry On |
-- |
DAMNED: May not use scouts (may start as tactical squad for free).
May not take Lord character.
ARTIFACT: Animus Malorum. As a free action, may do a stun
to 1 enemy within 8".
UNDEAD: Ignore W, KO. Do not earn LOY for completing missions.
OVERLOAD: May uprade any gun to Overload, cost 1 Cap. Add 1 white
die, fail = X (even if MC).
PROTOTYPE: May take any of the following equipment from the Explorator
rules: Conversion Beamer, Phase Field, Power Claw, Bombot, Haywire, Frenzon.
| Raven Guard |
Hit & Run |
Jump Packs |
ARTIFACT: Raven. As flying skull, melee O Mob-1.
Once per turn, add +1 to attacks on a model in LOS and within 6" of the
Raven.
ARTIFACT: Raven's Claw. As MC power glove, bearer may
Death Grip (as veteran skill).
| Salamanders |
Carry On, Maintenance |
+1 Flamer / Melta |
ARTIFACT: Vulcan's Hammer. As MC Power Glove, does 3"
KB.
| Scythes of the Emperor |
Retribution |
-- |
ARTIFACT: Reaper. 2 handed scythe: OOOO +2, Reroll,
Scythes.
APPRENTICE: May take scouts instead of normal marines, 1 for every
character.
HATRED: Score double kill points for Tyranid enemies.
| Silver Skulls |
Hardened |
Bionics |
SPECIAL:
| Sons of Medusa |
-- |
Toxin Rounds |
ARTIFACT: Head of Medusa. Once per game, as an action,
you may make an attack as a Heavy Flamer- stuns on a tie, KOs on a graze,
vs. living only.
BETCHER'S GLAND: When your marines tie in melee, they will do
a wound (as poison).
OOLITIC KIDNEY: Your marines may ignore the effects of Poison.
| $ |
TYPE |
M |
A |
H |
B |
Notes |
Skills |
| 4L |
Swarm |
6 |
0 |
3 |
OOO |
Swarm. Animal. Small. Poison. |
(Troop) |
SNAKE SWARM: May take 1 swarm for every character. They do
not count towards the squad total.
| Space Wolves |
Knife Fight, Throw |
Chainswords |
ARTIFACT: Pelt of Wulfen. Bearer may reroll one die of any
opponent's ranged attacks against him.
ARTIFACT: Frost Blade. As a Master Crafted edged melee
weapon, kills on a graze, wounds on a tie.
SPECIAL: Honor Dagger. Cost 1 Cap, MBM, takes no hands.
If you tie (or win a parry) in melee, do a wound to your opponent.
RIVALS: When fighting alongside Dark Angels, earn +1 Loy if you beat
them in kill points, lose 1 Loy if they beat you.
WOLVES: May take 1 wolf for every character. They do not
count towards the squad total.
| $ |
TYPE |
M |
A |
H |
B |
Notes |
Skills/Orders |
| 5L |
Wolf |
8 |
0 |
1 |
OO |
Charge. Mob 1. Animal. Small. |
(Troop) |
| Ultramarines |
Combined Fire, Hipshot |
MC Bolters (char. only) |
ARTIFACT: Gauntlets of Ultramar. As 2 MC bolters + 2 Power
Gloves. Bolters do not take a hand to use (but gloves do).
| White Panthers |
Stealth |
-- |
SPECIAL:
| White Scars |
Rider, Hit and Run |
Bikes |
LIGHTNING RAID: May take Charge Orders for free.
IN THE SADDLE: Instead of ditching, must stay on the bike and
be treated as wounded.
SPECIAL: Power Lance. As 2 handed power sword, takes
only 1 hand to use with a Bike. Cost 6, Assault / characters only.
HUNTERS: Your forces may ignore the cover that bikers and small
models get.
SPACE MARINE ORDERS CARDS-
Print out one copy of these cards.
SPACE MARINE SKILL CARDS-
Print out two copies of these cards. Icons: Knife=Scout, X =Assault,
^
=Devastator,
+
=Veteran
EXPLORATOR SKILL CARDS-
Print out two copies of these cards.
EXPLORATOR GRENADES- Print
out two copies of these counters.
EXPLORATOR ENVIRONMENTS-
Following are descriptions and special rules for several environments that
an Imperial Explorator team might find themselves in. You can run almost
any of the Missions in almost any of the environments, giving a wide range
of play experiences. If you like a particular environment, have the Explorator
team set up a base there and try several different missions in the same
location. Having appropriate scenery for your environment
can really help improve the feel of the game, and may even inspire you
to write some missions of your own!
EXPLORATOR MISSIONS-
These are descriptions of the actual missions you must perform as an Explorator
team. Missions can be set in any environment, and dictate what the objectives
are, how many games must be played to complete the mission, and other details
such as how many enemy forces to use and the rewards for completing the
mission. If you like a particular mission, try running it in different
environments to keep the games interesting.
EXPLORATOR BLIPS- A
set of blips for use in Explorator scenarios- print one copy of these unless
you have a lot of players.
EXPLORATOR RECORD SHEETS-
Use these to record your squad's progress. Print out and photocopy as many
of these as you need to.
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Central
ADEPTUS LISTINGS
The following information allows players to run Adeptus Mechanicus
and Sororitas forces under the Space Marine campaign structure. Although
there are seperate rules for these and other branches of the Imperial forces
in the Explorator Campaign Rules, the listings
below are provided for the convenience of players primarily playing Space
Marines that wish to include other forces in their campaign.
ONLY HUMAN: Unless otherwise noted, none of the forces below
may Rapid Fire bolters, Ignore Stun from KB, or take TDA.
SPECIALISTS: Unless otherwise noted, none of the
forces below may take Space Marine specialists (though they often have
specialists of their own).
| Adeptus Mechanicus |
Tech Skills |
Bionics, Servo Arms |
SERVANTS OF THE MACHINE: Mechanicus players may convert Loyalty to Capital
at 1:1.
MARINES: Your Officer, and your non-servitor troops, are full fledged
marines and may Rapid Fire Bolters, Ignore Stun from KB, and take TDA per
normal Marine rules. (The troops are considered to be Techmarines
in training, under the tutelage of the Mechanicus officer).
SERVO SKULLS.. Cost 1 Cap.
SERVITORS. Use Servitors in place of scouts for scout squads.
You may take +1 troop regardless of squad type, but you must have more
Servitor troops than Marine troops!
TECHMARINE INITIATES. Use Techmarine Initiates in place
of normal Marine troops.
| $L |
TYPE |
M |
A |
H |
B |
Notes |
Skills |
Orders |
| 3 |
Servitor |
6 |
1 |
1 |
Oo |
(equivelant to scout) Bionics cost -1. |
as squad type |
- |
| 5 |
Initiate |
6 |
2 |
1 |
O+1R |
(equivelant to marine) |
as squad type |
- |
| 10 |
Veteran |
6 |
2 |
2 |
O+1R |
". CMD. |
1 T/L/W |
0 |
| 15 |
Chief |
6 |
2 |
3 |
O+1R |
". CMD. |
1 T/L/W |
1 |
| 25 |
Senioris |
6 |
2 |
4 |
O+2R |
". CMD x3. Subordinate. |
2 T/L/W |
1 |
| 40 |
Magos |
6 |
2 |
5 |
O+3R |
". CMD x4. Subordinate. |
2 T/L/W |
2 |
2 Fisted: Cost 1 EXP. per model. Allows
a model with two pistols to fire both at 6" range. May use with Snap
Fire too.
TECHMARINE SKILLS: Any troop (except Servitors) may
Reroll in melee, may Snap Fire, may Rapid Fire bolters, may ignore stun
from KB.
ENGINSEERS. Enginseers are the only type of specialist a Mechanicus
force may take. Up to 3 may be taken however.
| $L |
TYPE |
M |
A |
H |
B |
ALLOWANCES |
SKILLS |
| 7 |
Enginseer |
6 |
2 |
1 |
O+1 |
CMD. 1x free vehicle card. |
+1 Tech |
Up to 1 Enginseer may take any 1 weapon he wishes from any
weapons list, regardless of squad or equipment requirements.
The following special GRENADE types are available to Enginseers.
| GRENADE |
DICE |
Grz. |
AREA |
COST |
NOTES: 8" Range. Ignore front cover. |
| Bombot |
OO+1 |
W |
2"B |
[4] |
M8, A1, Drive, X if grazed or as an action.* |
| Haywire |
OO+1 |
w |
2" |
[4] |
Burn. Vs. Machines, vehicles only. |
*Drive: may not move up stairs or ladders. May not jump or scrabble.
*Misfire: if you roll nothing, it does not go off. Independent: may
place as model at start of game.
| Adeptus Sororitas |
Faith Skills |
Cherubim, Chapter Relic |
CHERUBIM: As Shadow. Flies.
PURE OF HEART: Purity seals only cost 1L.
SUPERIOR. Sister Superiors and higher ranked officers may Rapid
Fire their Bolters.
BATTLE SISTERS. Use Battle Sisters in place of normal Marine
troops.
| $L |
TYPE |
M |
A |
H |
B |
Notes |
Skills |
Orders |
| 2 |
Initiate |
8 |
1 |
1 |
oo |
(equivelant to scout) |
scout |
- |
| 5 |
Sister |
6 |
2 |
1 |
o+1 |
(equivelant to marine) |
as squad type |
- |
| 10 |
Sister Superior |
6 |
2 |
2 |
O+1 |
". CMD. |
1 F/L/W |
0 |
| 15 |
Palatine |
6 |
2 |
3 |
O+1 |
". CMD. |
1 F/L/W |
1 |
| 25 |
Canoness |
6 |
2 |
4 |
O+2 |
". CMD x3. Subordinate. |
2 F/L/W |
1 |
| 40 |
Saint |
6 |
2 |
5 |
O+3 |
". CMD x4. Subordinate. |
2 F/L/W |
2 |
2 Fisted: Cost 1 EXP. per model. Allows
a model with two pistols to fire both at 6" range. May use with Snap
Fire too.
Any Sister (except an initiate) may Snap Fire.
SPECIALISTS: Sororitas may not take any specialists other than
those listed below.
REPENTIA. A maximum of 3 may be taken.
HOSPITALLER. A maximum of 1 may be taken.
| $L |
TYPE |
M |
A |
H |
B |
ALLOWANCES |
SKILLS |
| 3 |
Repentia |
6 |
1 |
1 |
OO |
Eviscerator. FRENZY. CRAZY. BLITZ. |
- |
| 5 |
Hospitaller |
6 |
1 |
1 |
OO |
Knife, Shield, Maul. |
Medic (free). |
Eviscerator: as 2 handed Chainsword, costs 4 Cap.
Frenzy: ignore the effects of wounds. Crazy: may
not perform any action other than move and melee. Blitz: charge move
is full, not half, the normal move.
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