CHAPTER 
HONOUR
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
CHAPTER SKILL EQUIPMENT
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.
 
 Blood Angels Frenzy --
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.
 
  Mentor Legion Forge --
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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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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