EXPLORATOR TEAMS
A Rules Crusade campaign of Imperial Agents in the world of 40K, By Sean Patten

TEAMS-You will earn and use Capital (CAP), Experience (EXP), and Loyalty (LOY) points to improve your squad during the campaign.  Start with 12 Loy and 6 Cap.  Note that the members of each squad are divided into three types- TROOPS (T),  CHARACTERS(#), and COMMANDERS(C).  Commanders may not carry special or heavy weapons unless noted.

ENVIRONMENTS: where the mission takes place, and includes rules for blips,  hazards,  terrain, etc.
MISSIONS: how the each game starts and ends, and what the team must accomplish on the given mission. Most MISSIONs extend over several GAMES. BATTLE missions are open warfare against an intelligent enemy- one of the players must volunteer to run the enemy instead of their own squad. The mission writeup explains how they  earn points while their squad is absent from the battle.

REQUISITIONING TROOPS AND VEHICLES: Sometimes you'll need a vehicle or special character just for the duration of a mission. You need to invest in the REQUISITION POOL to requisition. For every 5 points of LOY or CAP you put into the pool, you will earn 1 REQ point at the beginning of each mission. You spend REQ points to requisition vehicles or troops as described in the Squad Lists. You may not requisition in the middle of a mission! Custom Vehicles: if the players agree, you may requisition vehicles that might not be listed: using the vehicle charts as a guide, find the vehicle closest to your model and pay 1/10 the points value in REQ.  to requisition it.

POST GAME
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 LOY for the kills.
SKILLS: You may purchase new skills at the end of any game.  See SKILLS below for details.
WOUNDED MODELS: At the end of each game, roll on the wound chart (below) for each wounded model.
Multi-hit models that took hits may choose whether to roll on the wound chart or not.
KOed models regain consciousness at the end of a game, but do not recover any hits.

WOUND CHART
1 COMPLICATIONS- model dies! 3-4 FIRST AID- Recover 1 hit.
2 OUT OF ACTION- model is  alive,
but KOed  for the remainder of the game.
5 PATCH UP- Recover 2  hits.
6 RECOVERED- Recover all hits.

POST MISSION
AWARD:: +1 CAP, +1 LOY unless a mission says otherwise.  In games with 3 or more players, the squad with the lowest points value earns an additional +1 EXP.

LEADERSHIP BONUS: If any of your Commanders or Characters survive the mission, roll O+1 and subtract the number of models killed.  If the total is greater than 1, earn an additional 1 LOY.

RECOVERING CASUALTIES AND EQUIPMENT
At the end of a MISSION,  roll 2 red dice for any killed models- if the result is equal to or greater  than the Experience spent on the model, you may replace them.  If not, you must pay 1 EXP. to replace them, or you must wait until the end of the next Misson to check again.  Any weapons or equipment (not rationed or requisitioned items) that were lost during the mission are replaced for free.

RECRUIT NEW MEMBERS- You may spend LOY to purchase new members. Remember that the maximum size of your force is limited to 7 models unless otherwise noted (not counting requisitioned forces). If you wish to PROMOTE one character type to another type, you may pay the points difference in EXP.  MUSTERING OUT: Any model that survived the mission may be traded back for their purchased value in LOY/EXP. You must return any default weapons too (troops).

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).

WEAPONS
 MELEE DICE GRAZE COST NOTES
 Knife o W 1/2  
 Shield o S 1 add roll to armor or melee
 Axe oo W 1  
 Sword o W 1 Reroll
 Mace oo KO 2  
 Chainsword Oo W 2  
 Power Axe OO+P W 3  
 Power Sword Oo W 3 Reroll
 Power Maul OO KO 4
 Power Glove OO+P K 4  (or Power Mace- KO)
REROLL: May reroll 1 of your own dice. If you have this TWICE, you may reroll one opponent die!
2 HANDED WEAPONS: Cost is +2, Adds +O to melee. SCYTHES! Takes 2 hands.
FORCE WEAPONS: Cost is +3. Adds users Psy value to the roll.
 
 PISTOL DICE GRAZE FAIL COST NOTES
 Stub Pistol oo S J 1/2 8" Range. (Melee=o)
 Las Pistol oo S -- 1 8" Range.
 Bolt pistol oo K X 1 8" Range.
 Autopistol oo W J 1 8" Range.
 Fullauto Pistol oo W J 3 8" Range. Rapid fire.
 Hand Flamer Oo W X 3 SFT, Burn
 Plasma Pistol Oo W J 5 Line Effect. 8" Range.
PISTOLS IN MELEE: Takes 1 hand. Add their dice to your melee (stubs only add 1 white). Fails will still apply!
SFT= Hand Flamer Template.
 
 BASIC DICE GRAZE FAIL COST NOTES
 Lasgun oo S -- 1  
 Autogun oo W J 1  
 Shotgun oo S J 1 KB, 1" AREA, 8" Max Range.
 Bolter oo K X 2 KB.
 Hellgun ooo S J 2
For descriptions of weapon effects, grazes, etc. please consult the Rules Crusade basic rules.
 
 SPECIAL DICE GRAZE FAIL COST NOTES (All cause -1" move)
 Heavy Stubber OO S J 5 Split fire (*), Rapid Fire
 Flamer OO W X 5 FT, Burn, Volatile
 Grenade Launch. OO S J 4 2"B.  May fire rationed grenades.
 Meltagun OO+1 W J 5 FT
 Plasma Gun OO W J 5 Line Effect
 Sniper Rifle ooo W J 4 Snipers only.  IR if no move.
FT= Flamer Template.
 
 HEAVY DICE GRAZE FAIL COST NOTES (All cause -2" move)
 Heavy Bolter OO K X 5 KB, Split fire, Rapid Fire
 Heavy Flamer OOO W X 5 HFT, Burn, Volatile
 Multimelta OOO+1 W J/X 6 HFT
 Missile Launcher OO K X 6 2" Blast, IR
HFT=Heavy Flamer Template.
 
 ARTILLERY DICE GRAZE FAIL COST NOTES (Move or fire, need 2 crew)
 Las Cannon OOO K -- 5 Or, take two shots at OO
 Auto Cannon OOO W J/X 5 Split Fire, Rapid Fire.
 Mortar OO+1 W X 5 2" Blast. IFC.
 Thudd Gun OO W J 5 3".  KB.  IFC.  Roll once/target.
 Mole Mortar OO+P W X 5 2" Blast.  Burn.
ARTILLERY may be moved 6" by having 2 crew move with it and spending their actions to move it. Artillery requires 1 crew member to fire and one to reload. If the artillery jams, you may roll once per adjacent crew to try to unjam it. Both crew members recieve front cover if they are adjacent to the artillery. If a crew member is killed, any other adjacent model may crew the weapon.

 RATIONED ITEMS. Grenades and Special Ammo are Rationed items.  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).  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 one grenade.  If you do not use a grenade/ammo, cash it back in at the end of the game for it's Ration Points value.  Note that you may have squad specific rationed items- their cost will be listed in [brackets].
 GRENADE DICE Grz. AREA COST  NOTES: 8" Range. Ignore front cover.
 Blind Auto -- 3" [5] Models hit may hide for free.
 DemoCharge OOOO+P W 3" [5] Must place. Blows at end of your turn.
 Frag OO W 2"B [3] 2"B
 Krak OO+1+P K -- [5]  
 Meltabomb +OO K -- [4] Add to 1 melee attack (-1 hand to use)
 Smoke Auto -- 3" [2] Grants cover (as darkness) for 1 turn.
Any model in your squad may use a grenade ration from this chart (they are not character specific).

EQUIPMENT
 COST EQUIPMENT NOTES
 1 Targeter Assign to a ranged weapon. When shooting, may reroll one die / turn.
 2 Suspensor Ignores 1" of move penalty for carrying a special or heavy weapon.
 2L Purity Seal Bearer ignores direct effect of enemy cards. 
 3 Narthecium May reroll when on the wound chart when using Apothecary advance.
 3L Standard Models killed within 6" of the bearer do not count as casualties.
 2 Auspex -o from ambush, hazard, and trap blip rolls. 
As an action, may reveal 1 hidden model within 6".
 3 Iron Halo +1 hit.
 3 Familiar  M6, A0, H0, melee o, Small.  May carry 1 equipment.  Max 1.
 2 Servo Skull As Familiar, Flies, Animal.  Max 3.
 5 Cherubim As Familiar, Flies.  Max 2.
 1 Camo-cloak May hide for free if you did not attack this turn.
 1 Comm-Link May measure 6" from bearer when using any of these skills:
Crossfire, Direct, Fervor, Logi, Rally.
 3 Emperor's Tarot When drawing Psy Cards, take +1 card and discard 1 of your choice.

Relics.  You may only purchase a number of relics allowed by the characters you have in your squad.  Troops may not bear relics.
 COST RELIC  If you take the same Relic more than once, each will take an ADDITIONAL Relic slot! 
 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 Relic.
 3C Bionic Arm Melee +1.  As Throw skill.  Must be modeled (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 Rosarius Deduct O from incoming damage. (max. 1 per model)
 5C Liber Arcanus May choose one psy card instead of drawing randomly.
10C Inferno Pistol OO+1, W/J, SFT, as Pistol.
 5C Needler o, W, 12" max range, IA, 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 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, and commanders may use.   Weapons must have seperate Master Crafting and targeters.
 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).  May have up to 2 on one character, and they will only count as one Relic.



SKILLS
Purchase any of the following skills by spending the experience listed under $E.  You may only purchase each skill once per model.  Troops may not purchase skills unless indicated by a (t) in the cost.  Your squad listings specify what skill types you may buy.  You may not have more skills of one type than the type listed to their left.  For example, if you have War, Faith listed for skills, you may not have more Faith skills than War skills.  Note that the bearer of the skill must be alive to use the skill!
FAITH
SKILL $E DESCRIPTION
Apothecary 2t As an action, may roll on the wound chart for an adjacent character.
Blessing 2 Once per game, you may add +1 to any roll you wish.
Rally 2 Models within 6" before moving may melee after taking extra move.
Fervor 1 Models within 6" before moving may ignore the effects of wounds.
Cleave 1t Add +O when attacking a single target with a 2H weapon.
Sacrifice 1t You may take all hits from a single attack on models within 3".
Soul Binding 1 You may reroll one die when defending against Incursion.
Strain 1 You may add +OO to an unsuccessful melee attack, but must take a stun after the melee.
WAR
SKILL $E DESCRIPTION
Camoflauge 1t You do not lose hidden status for firing unless your attack does damage.
Cross-trained 1t As an action, you may swap all equipment with that of a fellow troop.
Crack Shot 1 Treat ranged attacks from your (non-area effect weapon) as having the BURN effect.  You may fire into mixed forces.
Direct 1* Commanders only.  As an action, one model within 6" of you may reroll 1 die for any event.
Hardened 1 The maximum damage you take from a hazard is a Graze result.
Sniper 3t You may use a Sniper Rifle.  You may Infiltrate.
Supply 1 Earn +1 white die of Requisition per game.
Volley fire 2 Your troops may use the Volley Fire special ability (see RC for details).
Warrior 1 You may reroll in melee.
LAW
SKILL $E DESCRIPTION   ($= cost in Experience).
Bodyguard 1 Your troops within 3" may take an attack directed at you.
Crossfire 2 Any two basic weapons within 6" can combine their dice into a single attack.
Dead Run 1 You may move an extra 1" if it gets you adjacent to a model, blip or building.
Diversion 1 You may draw enemy fire away from any friendly model within 2".
Grim 1 You may recover 1 hit when one of your troops is killed.
Merciless 2 You may snap fire at an enemy within 6" that moves away from you, once / turn.
Rapid Fire 2 You may fire twice with a basic weapon at range 6" or less.
Rider 1 You may Jink and may reroll ditch rolls when riding a mount or bike.
Throw 1 If you tie in melee, you may throw your opponent 1" in any direction (as KB).
TECH
SKILL $E DESCRIPTION
Logi 2 Once per turn, anyone in your squad may reroll 1 die when firing ranged weapons.
Demolition 1 You may reroll one die when damaging vehicles or buildings.
Maintenance 1 You may ignore the first fail result you get.
Clear 1 You may reroll one die when attempting an unjam.
Repair 2 As an action, you may remove 1 red die of damage from any adjacent (or ridden) vehicle.
Shut Down 1 As an action, you may neutralize any revealed hazard or trap within 3"
Savant 2 You may purchase an additional  Relic.
Forge 3 You may subtract 1 from the cost of rationed items.


SQUAD LISTINGS
NOTES on Squad listings:: #= Maximum number of that character type allowed.  T= Troops (any number allowed, squad max size is 7 models unless otherwise noted).  C= may never have more than one "C" type.   $= Cost (L=Loy, C=Cap, R=Rations). M=Move, A=Armor, H= Hits, B= Base melee value for that troop type. WEAPONS indicates what weapons may be taken.  For troops, if a specific weapon is listed, they come with that weapon for free.   Note that unless otherwise indicated, troops may take any melee, pistol, or basic weapon listed on the Weapons Charts above. Relic= may purchase +1Relic item.
SKILLS: May purchase skills of the types listed.  May not have more skills of one type than of the type listed to it's left: for example, War, Faith means you can't have more Faith skills than War skills.
Following the character lists are  items that are ONLY available to the particular branch of service they are listed under. For example, Squats may buy a Conversion Beamer as a heavy weapon, but no other forces can.


IMPERIAL GUARD
SKILLS: War, Faith, Law
 # $L TYPE M A H  B WEAPONS
T 2 Guard 6 1 1 oo Lasgun, Knife.
C 5 Sergeant 6 1 3 Oo Troops: +1 Special.
C 10 Lieutenant 6 1 4 Oo Relic. Troops: +1 Special or Heavy.
1 15 Captain 6 2 4 O+1 Relic. Troops: +1 Special or Heavy.
1 10 Commissar 6 2 3 O+1 Relic. May Rapid Fire.
1 8 Ogryn 6 1 3 OOO 3" KB in melee. BIG. Grapple.
T 5 Stormtrooper 6 2 1 Oo Hellgun, Knife.  May exchange 1 War for 1 Law skill.
1 5 Psyker 6 1 1 oo Psy level 1.
SPECIAL: Unlike other squads, you may have a maximum of 10 models in the squad.
 
 SPECIAL DICE GRAZE FAIL $C NOTES (no move penalties.)
 Ripper Gun OO S J 4 8" Range. Split fire. KB. (Ogryns only)
 Belt Fed GL OO S X 6 Rapid Fire. IFC. (Ogryns only)

REQUISITION: You may requisition the One of the following troop types for 1 REQ each, armed with their default weapons: Commissar (with Master Crafted Bolter, 2 pts of Faith skills, and Power Sword), Ogryn. You may requisition any Imperial Guard vehicle for 1/10 it's listed value in REQ (see Vehicle Rules for details). You may purchase additional vehicle cards for 1/2 REQ each. You may requisition a piece of ARTILLERY complete with two (Guard) crew members for 1 REQ.



ADEPTUS ARBITES
SKILLS: Law, War, Tech
# $L TYPE M A H B WEAPONS
T 2 Enforcer 6 1 1 oo Lasgun, Knife
T 4 Arbitrator 6 2 1 Oo Shotgun, Bolt Pistol
T 6 Suppressor 6 2 1 Oo Power Maul, Suppression shield.
C 5 Regulator 6 1 3 Oo +1 Special.
C 10 Provost 6 2 3 O+1 Relic. +1 Special.
C 15 Marshal 6 2 4 O+1 Relic. +1 Special.
1 20 Judge 6 2 5 O+1 Relic x2. +1 Special.
1 3 Investigator 6 1 1 oo --
SPECIAL: Models with Armor 2 may ignore stun from Knockback, and may Snap Fire.
SNAP FIRE: If you are attacked in melee, you may fire one pistol before the melee and immediately apply the result.
 
WEAPON DICE GRAZE FAIL $C NOTES (type)
 Heavy Shotgun oo S J 2 1". KB. (Basic)
 Suppression Shield +O -- -- 3 Parry +2. (Melee)
 GRENADE DICE Grz. AREA $R  NOTES: 8" Range. Ignore front cover.
 Photon (OOO) S 3" [4] Burn. Any hit stuns living (will not kill).
 Web Grenade OOO+1 S 3" [3] Roll Vs. each Target's Melee. Kill = KO.
 SPECIAL AMMO DICE GRAZE  FAIL $R  NOTES:
 Rubber Bullets oo S J [1] KB. Kill = KO. Bolters only. Lasts 1 game.
 Solid Slug ooo S J [2] Shotguns only.
 Executor ooo K J [3] Burn. Shotguns only.
 Tranquilizer ooo KO J [4]  Needlers only. Kill = KO.
 $C EQUIPMENT NOTES
 2 Sniper Scope As Crack Shot (war) skill.
 3 Phase Field Free forced entry.

REQUISITION: You may requisition a Rhino for  2 REQ, equipped with RAM PLOW, RAPID DEPLOYMENT DOORS, and a CUPOLA. May take additional vehicle cards at a cost of 1/2 REQ each. You may requisition Bikes for a cost of 1 REQ each (see Vehicle Rules for details).



ADEPTUS MECHANICUS
SKILLS: Tech, Faith, Law
 # $L TYPE M A H  B WEAPONS
T 2 Combat Servitor 6 1 1 OO Power Claw.
T 2 Gun Servitor 6 1 1 O +1 Heavy Weapon
2 2 Apprentice 6 1 1 oo --
3 6 Enginseer* 6 1 2 OO Relic. +2 cap when purchased.
2 7 Techmarine* 6 2 1 O+1R Relic. May Rapid Fire Bolters.
C 20 Magos 6 3 4 O+2 Relic x3.  Heavy.
SPECIAL: Models with Armor 2 may ignore stun from KB. Servitors and Automatons ignore STUNs.
*One model of this type may take a Special or Heavy weapon.
WEAPON DICE GRAZE FAIL $C NOTES
 Servo Arm OO W -- 5 Takes no hands to use. (Melee)
 Power Claw OO+P W -- 3 May not use basic weapons. (Melee)
 Assault Cannon OOO K J/X 9 Split Fire, Rapid fire (Heavy)
 GRENADE DICE Grz. AREA $R  NOTES: 8" Range. Ignore front cover.
 Bombot OO+1 W 2"B [4] M6, A1, X if grazed or as attack action.*
 Haywire OO+1 w 2" [4] Burn. Vs. Machines, vehicles only.
Tremor (OO+3) sp. 3" [4] Targets: no move. Dam. Vs. Bldgs. only.
*Misfire: if you roll nothing, it does not go off. Independent: may place as model at start of game.
 $C EQUIPMENT NOTES
 2 Bionics Bionic arm, leg, or eye only costs 2C (see Equipment Chart).
 2 Electrografts If you win in a parry, do a stun.

REQUISITION: You may requisition a Rhino for 2 REQ,  or a Vindicator for 3 REQ. This vehicle comes with 1 free vehicle equipment card per Techmarine or Enginseer (see Vehicle Rules for details).



ADEPTUS MINISTORUM
SKILLS: Faith, Law, War
 # $L TYPE M A H  B WEAPONS
T 2 Initiate 6 1 1 oo Mace, Shield.  (Max. 1/C).
T 3 Repentia 6 0 1 Oo Eviscerator.  Charge.  Frenzy.  Fearless. (Max. 1/C).
T 4 Sororitas 6 2 1 Oo Bolter, bolt pistol.
T 5 Seraphim 8 2 1 Oo Pistols only. Fly. Two Fisted.
C 10 Sister Superior 6 2 3 Oo Relic x2. Troops: +1 Special or Heavy.
C 20 Canoness 6 2 4 O+1 Relic. Troops: +2 Special or Heavy.
SPECIAL: Models with Armor 2 may ignore stun from Knockback, and may Snap Fire.
 
 MELEE DICE GRAZE $C  NOTES:
 Neural Whip Oo S 3  NOR, Stun on a Tie
 GRENADE DICE Grz. AREA $R  NOTES: 8" Range. Ignore front cover.
 Emperor's Tears OO W 2" [4] Burn. +1 Vs. Chaos troops.
 $ EQUIPMENT NOTES
 4C Eviscerator 2H melee weapon.  OOo W Scythes -P.
 5L Emperor's Light Once per battle, may automatically do a stun to all enemies within 3".
 2C Brazier In melee combat, a tie will do a wound.
 3C* Pinions Move 8", Fly.
 3C Cherubim May purchase Cherubim (see Equipment) for 3 CAP instead of 5, max. 5.
REQUISITION: You may requisition a Rhino for a cost of 2 REQ. You may requisition an IMMOLATOR (as Razorback, with two Heavy Flamers) for a cost of 3 REQ. (see Vehicle Rules for details).


INQUISITION
The following characters, troops, and equipment are available to all Ordos.
Below are the three Ordos- choose one to determine Skills and additional characters / equipment available.  Note that you may take one Commander from the list below, AND one commander from the Ordos listing (if any).
Last is the list of Requisitionables, including Assassins, available to all Ordos.
 # $L TYPE M A H  B WEAPONS
4 2 Henchman 6 1 1 oo --
C 7 Interrogator 6 1 2 Oo Relic. +1 Special Weapon.
C 15 Inquisitor 6 2 3 O+1 Relic x3.  +1 Special or Heavy weapon.
C 30 Master Inquisitor 6 3 4 O+2 Relic x4  +1 Special or Heavy weapon.
1 5 Astropath 6 1 1 oo Psy level 1.
 Sp. Weapon DICE GRAZE  FAIL $C  NOTES:
 Psy-Cannon ooo K J 3  KB. +1 Vs. Daemons, Psykers.
 Grenade DICE Grz. AREA $R  NOTES: 8" Range. Ignore front cover.
Plasma OO W 2" [5] Burn.
Psyk-Out (O+1) sp. 2" [7] Reduces target's Psy value by roll.
Rad OO W 2" [8] Burn. Ignores armor. Persistant.
Stasis OO S 2" [5] Burn. Kill= freeze model for rest of game.
Vortex OOOOOO K 3" [13] Burn. Moves OO"/turn (6=Dissipates).
 Special Ammo DICE Grz. AREA $R  
 Tranquilizer ooo KO J [4] Needlers only. Kill = KO.
 Toxin Round ooo K J [4] Needlers only.
 Psy-Bolt ooo K J [2] Bolters only.  KB. +1 vs. Daemons, Psykers.
 Exterminator Oo W X [2] HFT.  Max 1 / weapon (any type).
 $[R] DRUG NOTES: if you use more than 1 drug / game, take O w damage.
 [5] Stimm Dose Ignore up to 2 points of damage from a single attack.
 [5] Frenzon Move and attack twice this turn, but must take a wound.
 [5] Immunizer  Ignore all hazards this game. Burn weapons are at -1.
 [5] Combat Drugs Move, Melee and hits are at +1 for the rest of the game.
 [5] Psychotropics Increase your PSY value (and incursion rolls!) by +1 for the game.


ORDO HERETICUS
SKILLS: Faith, Law, War, Tech
 # $L TYPE M A H  B WEAPONS
T 1 Frateris Militia 6 0 1 oo Stub, Knife
3 2 Arco-Flagellant 6 0 1 OO Neuro Whip.  Charge.  Frenzy. Fearless.
1 6 Confessor 6 1 3 O Troops or Self: +1 Special.
 MELEE DICE GRAZE $C  NOTES:
 Neural Whip Oo S 3  NOR, Stun on a Tie
 $ EQUIPMENT NOTES
 5L Emperor's Light Once per battle, may automatically do a stun to all enemies within 3".
 2C Brazier In melee combat, a tie will do a wound.
 1C Chains Opponent may not reroll in melee.

ORDO MALLEUS
SKILLS: Law, Faith, War, Tech
 # $L TYPE M A H  B WEAPONS
4 8 Grey Knight 6 2 1 O+1R Storm Bolter, Nemesis
C 16 Justicar 6 2 3 O+1R Storm Bolter, Nemesis. +1 Special Weapon.
C 20 Captain 6 2 4 O+2R Relic. +1 Special or Heavy Weapon.
1 15 Daemonhost 6 2 3 OOOOOO Psy-2.  Fearless.  Animal.
ALL MARINES: Snap Fire. Rapid Fire Bolters. Jam on fail instead of Explode.
Armor 2: ignore stun from KB. Armor 3: Heavy (ignore KB, etc).
 $C EQUIPMENT NOTES
 4 Storm Bolter Oo K J KB Rap.
 3 Nemesis 2 handed Melee weapon.  OO+1, W, Scythes.
 2 Psychic Hood You may reroll one die when using any psychic powers or in Mind War.
 1 Aegis deduct 1 white die from incoming psychic attacks or incursions.
 5 Daemonblade Add +O to melee (not troops).  If you tie in melee, suffer 1 Wound!
 7 Terminator Armor Armor 3.  Heavy.
SKILL $E DESCRIPTION
Psychic Training 3 Psy level 1 (Justicar / Captain only).

ORDO XENOS
SKILLS: War, Tech, Law, Faith
 # $L TYPE M A H  B WEAPONS
4 7 Deathwatch. Marine 6 2 1 O+1R Bolter, Bolt Pistol, Knife
C 15 Deathwatch Sergeant 6 2 3 O+1R Bolter, Bolt Pistol, Knife.  +1 Special or Heavy Weapon.
C 20 Deathwatch Captain 6 2 4 O+2R Relic.  +2 Special or Heavy Weapon.
ALL MARINES: Base 1 reroll in melee. Snap Fire. Rapid Fire Bolters. Jam on fail instead of Explode.  NSB.
SPECIAL AMMO.  For the cost of 1 ration [$1R], any one Bolter or Heavy Bolter may choose to apply any of the following effects in lieu of the normal K, KB effects.  A different effect may be chosen every turn, until the end of that game (when the ration will run out).
 AMMO TYPE Grz. NOTES
 Hellfire K +o vs. targets with natural armor (Tyranids).
 Inferno W Burn
 Metal Storm W 1"A, IFC
 Kraken W +P
 Tracker W Reroll all subsequent tracker shots at that target.
 Stalker W Will not reveal a hidden firer.



REQUISITIONABLES  FOR INQUISITION
You may requisition a Rhino for a cost of 2 REQ (see Vehicle Rules for details). May take additional vehicle cards at a cost of 1/2 REQ each.  You may requisition one ASSASSIN for 4 REQ (see statistics below) if you have an Inquisitor.

DEFAULT SKILLS FOR ALL ASSASSINS
ACCURATE: Once per turn, may reroll one die when firing a ranged weapon.
DODGE: Whenever you are fired at or attacked in melee, you may reroll one opponent die.
SYNSKIN: You may ignore the effects of all hazards. Burn weapons do -1 damage.
INFILTRATE: During BATTLE games, may start hidden, anywhere except within 6" of an enemy.
CHARGE: You may melee after taking extra move. FRENZY: you may ignore the effects of a wound.
AMBUSH: If you are revealed by an enemy, you may immediately make one attack.
ASSASSIN M A H  MELEE RANGED SPECIAL
EVERSOR
Combi-bolter needler
8 2 3 OOO+3 K, RO, Scythes o K J IA 12" 
oo K J KB Rap.
May take up to 3 drugs / game without penalty.  If wounded, make a free attack as hand flamer.  If killed, explode as plasma grenade.
VINDICARE
Exitus rifle, pistol
6 2 3 OOO K, RO o K J IA IR Burn Rap. Snap Fire Ranged attacks ignore force fields.
Exitus may use Needler ammunition.
Firing will not reveal your hidden status.
CALLIDUS
Neuroshredder Pistol
8 2 3 OOO+3, K, 
+P, RO
oo S J IA FT Melee attacks ignore force fields, Poisoned
Polymorphine: may enter play by replacing any man-sized 1 hit model.
CULEXIS
Mind Blaster
6 2 3 OOO+2, R OO+1 S -- RO FT
As mind war.
Carries 3 Psyk-out Grenades.  Psy-2. 



SQUATS
SKILLS: Tech, Law, War
 # $L TYPE M A H  B WEAPONS
T 3 Squat 5 1 2  Oo Bolter, Axe.
T 4 Slayer 5 1 2  OO Axe, Shield, Stub. CHARGE.
C 7 Guild Master 5 1 4 O+1 Relic. Troops: +1 Special or Heavy.
C 15 Warlord 5 2 5 O+1 Relic x 3. Troops: +2 Special or Heavy.
1 10 Ancestor Lord 5 2 4  OO Psy level 2.
2 7 Guild Engineer 5 1 2  Oo Troops or self: +1 Special, Heavy or Artillery.
SPECIAL: Squats ignore move penalties for carrying Special/Heavy weapons.  Squats may not buy Purity seals.
ARTILLERY: may be purchased at a -1C discount.
 HEAVY DICE GRAZE FAIL $C NOTES
 Conversion Beam (SP) K X 5 Burn. Line effect. Roll O x target armor

REQUISITION: You may requisition a Bike for 1 REQ or Attack Bike with 1 vehicle card for 2 REQ. You may requisition a Rhino for a cost of 2 REQ (see Vehicle Rules for details). You may take additional vehicle cards for your rhino at a cost of 1/2 REQ each. You may requisition a piece of ARTILLERY complete with two (Squat) crew members for 1 REQ.



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.

Back to Rules Crusade Command Central