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