By Sean Patten
I. TURN ORDER: Roll off for placement. Scenario determines who goes
first (or roll off for first player). Turns go clockwise around the table.
A player must finish with all their models before the next player's turn
can begin. Each model may move their normal move, and perform one
action. You may perform the action before OR after moving. You must
finish with one model before starting the next. Vehicles count as
a model. ACTIONS: Fire a ranged weapon, Throw an offensive
grenade, Make a melee attack, Reload, Attempt to unjam, Hide, Take an extra
full move, Pick something up, Attempt a forced entry, Close a forced entry.
II. SHOOTING:To fire at an opponent, you must have line of sight
(LOS) and they may not be hidden. Always draw line of sight from
the attacker modelís position (IE, on top of the building)- if you cannot
see some portion of the targetís body, you do not have LOS and may
not attack them, even with weapons that ignore cover! COVER- If
you can only see part of the target, they have Cover. If they
do not have a roof over their head, the cover is counted as Front Cover.
If your target is in cover and is not less than an inch away, add 1 to
their armor value. RANGE- Subtract 1 from
the roll for every foot of distance between you and the target (so shots
under 12" are at full strength). Grenades do not have to include
downward distance when measuring for range. DAMAGE-
Roll your weapon's dice, minus range penalties. Then subtract the
targetís armor from the roll. The remainder are hits on the target.
III. WEAPON EFFECTS: A weapon fails if it rolls a maximum
value on two or more dice. The firing result still applies. Rerolling will
not "undo" a fail once it occurs. Dice for melees and combined fires must
be rolled together for fail purposes (randomize amongst all weapons used-
if the resulting affected weapon has no fail, consider yourself lucky!).
A graze result occurs if only one point of damage is done to a target
with 1 hit remaining. Targets with multiple hits remove 1 hit instead of
taking a graze result. Some targets have "0" hits- any graze result
will kill them! If you graze a target that is already stunned or
wounded: Stun + Stun = KO. Wound + Wound = Kill. Stun + Wound = either
a Kill or a KO, attacker chooses. See the GLOSSARY
below for a complete list of weapon effects.
IV. MELEE: To melee an opponent, you must be adjacent
to them (models are touching). Roll your melee dice vs. your opponentís
melee dice. Highest roll wins- the difference is the number of hits
on the loser- but if the attacker is the loser, they will take a maximum
of one hit (as a graze). Tie = no effect unless noted. Note that
armor normally has no effect on melee. If using multiple weapons,
you may decide which graze result you want. Awkward
melee= -1 to your melee roll (you may parry if being attacked though).
If attacker and defender both have rerolls, attacker must reroll first.
You can choose to pull back a successful melee- choose any amount
less than your roll and apply that amount. If adjacent to multiple
targets, you may melee each in turn. Take a -1 (cumulative) to your
roll for each successive opponent you melee, unless you have a weapon that
scythes. Models that can use weapons will stun on a graze if unarmed,
unless otherwise noted.
PISTOLS IN MELEE: You may use pistols in melee- they take 1
hand to use, and add their dice to your total melee dice (including any
pluses for Master Crafted, etc). You may not use targeters in melee. You
may use special ammo in melee. Note that if you max out on any two dice
during your melee, the pistol will fail- fails are more likely in melee
due to the large number of dice! Pistols are not classified as melee weapons
for parrying purposes, etc. PARRYING: If you have a melee weapon
of any kind (even a knife), you may choose to PARRY: add +1 to your roll,
but if even if you win, you will cause NO damage or harm to your opponent.
If you are using a SHIELD in melee, you add +2 to your roll instead of
V. MOVEMENT: Move is in inches. You may move
over any obstacle or up any ledge that is less than the height of your
model's head- measure the vertical height and count it as part of your
move (IE cover is 1"). Short ladders (<3") cost the height in move.
Tall ladders (3"-6") cost 1 full movement. Stairs cost the linear move
to move up or down. To traverse ladders that are blocked by an enemy at
the opposite end, you must spend your action to awkward melee your opponent-
if you tie or lose, you cannot take other actions and must wait at the
starting end of the ladder.
CHARGE: All troops may make an additional half move (round
down to nearest inch) before meleeing, with the following exceptions:
Models equipped with 2 armor (unless power armor), 3 armor, or a heavy
weapon. Wounded and Split Move models may not charge. You may
not charge Hidden models.
ZONE OF CONTROL (ZOC): If a troop moves within 1" of an enemy
and then tries to move past the enemy, the enemy may choose to make a "free"
melee attack on the passer. If the passer is not stunned, killed
or KOed by the melee, they may continue their move. The enemy does
not have to make the melee attack- they can let the passer by if they wish.
Note that this rule does not apply to models that start their move within
1" of an enemy and move directly away from that enemy. Also,
enemies that are already in base to base contact with a non-friendly model
may not exercise a ZOC. The Slip Thru skill allows the user to ignore
enemy ZOCs. ZOC does not apply to vehicles or troops moving past
ADJACENT: If gathering in front of a door or ladder, you may
put up to 3 regular models (or one BIG model) "adjacent", no more. Placing
a model on the "inside" of a ladder may count as cover, but may not count
as being adjacent to it.
PICKING UP: You may pick up items by being adjacent to them
and spending an action. You may not pick up items that an enemy is standing
on. If a model standing on or carrying an item is stunned, KOed, or Killed,
you may grab the item.
CARRYING: If you have picked up something heavy (Skrap, Charnel,
Ore, a body), you can carry it around. If you were carrying the item any
time during your turn, you may either move or spend an action, not
both (note: if you haven't done anything prior to picking it up this turn,
you may then move but do nothing else). You may drop the item at any time
during your turn for free. To hand the object off to another model, you
must drop it, and then they must spend an action to pick it up.
If you are stunned, killed or KOed, you will drop the item automatically.
You may not carry models that are larger than you. If you are carrying
something smaller than you, you may ignore the move penalty for one of
that item! Skrap, charnel, etc. counts as a normal model for size
purposes. Size range: SMALL < normal models
< HEAVY < BIG and Light Vehicles < VEHICLES < TITANS.
JUMPING: You may jump to an equal or lower height by measuring
the distance straight across. You may jump to a higher height by
adding 2" to the distance for every 1" up (max. 3 inches up). To
Jump, roll 1 red for every 2" of move value (for odd
moves, round down and add a white die). You must roll greater
than or equal to the distance + your Armor value. If
the roll is less, you fall. Otherwise, you make the jump- count the distance
as part of your move. You may automatically make jumps across gaps of 1"
or less. When jumping down 3" or less, simply deduct the height from
your movement. Jumping down 4" or more counts as a FALL (see Falling
below). You may spend a move action to HANG AND DROP: this reduces
the jump down distance by 3".
SCRABBLING: You may climb up rough surfaces 6" high or
less that do not have ladders, such as rock faces or ruined buildings,
by making a scrabble roll: Roll 1 red for every 2" of move
value (for odd moves, round down for reds, and add a white die).
If the roll is greater than or equal to 1 + your Armor value, you
have made it! Attempting a scrabble counts as a full move.
Failing a scrabble simply leaves you at the bottom (you don't fall).
FALLING: For every 4" you fall, take 1 hit (graze = stun).
DIVE ATTACK: You may dive onto a target that is lower than you
as a melee attack. This counts as part of a move and an attack.
Measure the distance out from the edge to your target and add 1.
You must JUMP this distance (see Jumping above) or you will fall and take
a stun. If you succeed, make a melee attack with +O, and neither
you nor the defender can reroll! If you fail, you will fall!
HIDING: If you are in cover, you may Hide (including cover from
smoke or darkness). Mark your model as hidden. If you attack, or if you
or your enemy moves such that they have direct line of sight to you or
are within 1" of you, you will be Revealed (lose hidden status). DARKNESS:
Counts as cover (examples: tunnels or sewers, under a wide overpass, in
a parking garage, etc).
ENEMY CHITS: If Space Crusade enemy blips are being used, refer
to them as Chits. Chits may move 10 inches. Treat unrevealed
chits as hidden models. When revealed, replace the chit with
a model. A scanned chit is placed face up but still considered
hidden until revealed! Deduct the chit's move from the revealed model (this
may require extra move and prevent an action).
VI. STRUCTURES AND BUILDINGS- COVER. Buildings
have roofs, structures do not. Buildings provide top and front cover. structures
provide front cover only. Place models inside buildings on top of the roof
for LOS purposes but treated as in cover. (All Grenades can ignore front
cover but you must have LOS). Armored buildings always provide cover for
the troops inside, even against burn and sniper weapons! Particularly large
buildings may have more than one sector. You may not fire between sectors.
buildings have 1 armor, and 10 hits per sector. Armored buildings (sloped
sides) have 2 armor. You may destroy buildings by meleeing from the inside
(vs. armor) or firing template, special, grenade or heavy weapons at them.
Weapons with line or area effect add +1 to their roll vs. buildings. +P
weapons also add 1 to their roll. When the building has taken all itís
hits, it collapses. Roll 2 reds against any targets inside (graze = W)
including equipment (treat as 2 armor, 1 hit). If they survive, place them
in amongst the rubble of the building. Roll 2 reds against any connected
sectors for collateral damage. You may not spread an area or line effect
weaponís attack between two buildings or sectors, nor between a building
and targets inside. You may not melee through walls (exception: models
on catwalks may melee a blocking model). Barricades- 2 armor,
1 hit. Provides cover. May use any kind of attack to damage. No bonus for
area/line effect attacks. Catwalks- 3 armor, 1 hit. As Barricades.
Models on destroyed catwalks, etc. fall as normal. Place destroyed catwalk
on ground (as cover).
MOVEMENT: To move into a building, you must first start adjacent
to any part of it. If the building is occupied by enemy troops, you must
ENTRY before moving in- make any kind of attack on the building while
adjacent, and roll > the buildingís armor. Do not add +1 for area/line
effect. +P still adds 1 to your roll however. If successful, place a marker
next to you- any troops within 3" of the marker and adjacent to the building
may move in. If the building has mixed forces inside, you do not have to
force entry to move in. If inside the building and not mixed forces, you
may close a forced entrance that is within 3" by spending an action. If
you can move into a building via the roof or a catwalk, ramp, or stairs,
you do not have to force entry or be adjacent to move inside. Note that
flying models can easily enter buildings this way. When moving between
adjacent sectors, you do not have to be adjacent to the border, but you
may have to force entry as if entering a building, even if moving from
a higher story to a lower one. You may not melee through walls unless from
a catwalk. You may not attack across sector borders. ARMORED buildings
may only be entered through clearly marked doors- they cannot be entered
via the roofs as other buildings can.
VII. PSYCHIC RULES: CARDS. Player Psykers
draw 1 random card / psy level, and may keep psychic cards for the duration
of the game. Enemy Psykers (stats come off the enemy chart) draw
2 random cards / psy level, and must discard cards after use. You do not
have to reveal your card to your opponent until played. All
psy cards take 1 action to play. Models with more than 1 psy
level may play 1 card per psy level, as a single action. Cards
played during an enemy turn cost 1 action from the following turn (declare
which model is spending the action and mark them so you remember).
If you have multiple psykers, you may reassign their cards as long as each
psyker does not use more cards per turn than his Psy level, and each
card is only used once per turn. If a player psyker is killed, you
must choose and discard a number of cards equivelant to his psy level.
MODIFIERS: Any Psychic attack that directly affects an enemy model requires
the caster to have line of sight to the model affected. Models
with Psychic hoods may reroll any 1 die for a die roll specified by a psy
card. Range penalties may apply to dice rolls
for cards. Details of the effects of range, LOS and actions are listed
CLAIRVOYANT- Deduct range penalties from the roll
for each examination/ reveal. CURSE, FRENETIC, FLASH, HEAL, MIND LANCE,
TELEKENISIS, TRIPPER- Apply range penalties to the roll. INFERNO-
You do not need to deduct an action from your next turn if you are actually
stunned, wounded or killed by the attack. JINX, JOSTLE- deduct
range penalties from the weapon's roll vs. user if any, based on distance
to victim. OBFUSCATE- LOS is NOT required to the models that
hide, but range penalties are deducted from the roll for # that may hide.
TELEPORT- does not take an action to play. PRECOGNANT-
Range penalties are based on the distance to the farthest VICTIM of the
enemy attack, not the attacker. PROJECTION: May only create
1 ghost at a time. Ghost starts adjacent to creator and may move
during the creator's turn. May "dissipate" ghost at any time, otherwise
ghost lasts until killed. Range has no effect on ghost. PSYCHOMETRY-
the psyker that finds the blip must spend an action to play the card. SHIELD-
penalties are based on distance the shield is placed.
MIND WAR: A psyker may attack an enemy psyker in LOS by rolling
1 red per psy level vs. the opponent who rolls 1 red per psy level
This is a contested roll just like melee. However, the ATTACKER must apply
range penalties to his roll, where the defender does not! Defending
psykers may PARRY in a mind war. Graze = stun. This counts as an attack
action for the initiator. Psychic hoods will give you a reroll in any mind
war. You may NOT attack non-psykers unless you have one of
the follwing abilities:
Mind Blast: FT, roll seperately for each target in the template.
Lance: as mind war. You may attack non-psykers with these attacks
as well as psykers. Non-psykers roll 1 white die and may not parry.
You can only attack sentient models in this way (not Necrons, Zombies,
INCURSION. Using Psychic powers risks drawing the unwanted
attention of things living in the warp. If you max out on all the
dice rolled when using any psychic power or Mind War attack, you must fend
off an incursion from the warp! Treat the attack as a OO
War attack at range 0 vs. the Psyker, with no parry allowed. If the
Psyker is killed, replace the model with a Warp Spawn: (M6 A1 Melee
W, Scythes, Feral), with a number of hits equal to the original model's
hits + 2.
VIII. WEAPON EFFECTS: Following are
all the different Fail, Graze and Special effects terms used to describe
weapons for Rules Crusade.
FAIL AND GRAZE EFFECTS
JAM (J)- On a fail, cannot be fired again until unjammed. To unjam,
roll a zero on the weapon dice. Attempting an unjam takes an action.
EXPLODE (X)- On a fail, make an attack from the weapon, centered
on the bearer (SFT=1"A, FT=2"A, HFT=3"A). The weapon is lost.
"Bad Guy" models with one hit should automatically be treated as killed
if their weapon explodes- credit whomever they were attacking for the kill
MALFUNCTION (M)- On a fail, roll the weapon dice vs. the user's
armor (in melee, also roll against the opponent). The weapon still
BREAK- On a fail, the weapon is lost. STICK-
a fail, weapon is stuck in target and can't be used- must spend an action
adjacent to target to recover it.
STUN (S)- On a graze, place the target on their back. On their
turn, they may get up and make a half move, and may take no other actions
or movement (not even "free" actions such as digiweapons). If they are
meleed, treat them as awkward melee (-1).
WOUND (W)- On a graze, mark the target with a wound. They may
either move or perform an action, not both. Exception: they may move and
melee (but not charge). While wounded, they have awkward melee (-1).
If you are wounded during your turn, you may ignore the effects of the
wound for the rest of that turn (you're still wounded).
KILL (K)- Remove model. May not be healed. (Necromunda
only: place model face down. may be looted.)
KNOCKED OUT (KO)- On a graze, mark the target with a KO. They
may take no actions or movement.
OTHER WEAPON EFFECTS
ARMOR PIERCING(AP)- Adds +1 to attacks made against targets with
ARTILLERY- Requires 2 actions to operate- one to fire and one
to reload. May not move and fire. Provides front cover for 2 crew.
BARRAGE-Ignores front cover. Minimum range 8". May fire indirect-
if any allied model has line of sight, the Artillery may fire even if it
does not. Treat the target as over 1' in range even if it isn't (so it
will always be at a -1).
BLAST(B)- As template, but Center applies the total roll, and
Outside applies highest die only (+modifiers). Knockback will be from the
firer for the Center target, and from the Center for all other targets.
BURN- You may ignore cover and may fire at hidden models. Hidden
models that are attacked will be revealed even if they take no damage,
as long as a result greater than zero is rolled on the dice. You may not
reveal hidden models inside armored buildings (bunkers) or closed vehicles
(even if it has firing slits). You may not reveal blips!
FLAMER TEMPLATE (2", etc)- Roll seperately for each target
touched by the template. Count cover from firer if it is not a burn weapon..
X"= Radius of circle template. FT= Flamer template (8" long, 2.5" Dia).
SFT= hand flamer (4" long, 2" Dia). HFT= heavy flamer(10" long, 3" Dia).
IGNORES ARMOR (IA)- Target's armor does not apply, including
bonuses for cover. Force fields will still apply though.
IGNORE FRONT COVER (IFC)- Ignores cover such as barricades and
catwalk railings, but not smoke, darkness, or troops in a building.
IGNORE RANGE (IR)- May fire at any range without taking range
KILL=KO- If enough damage is done to kill the target, they will
be knocked out instead.
KNOCKBACK (KB)- If you tie in melee (see defenition below),
or if you tie OR EXCEED with a ranged attack, move the target 1"
away from the attacker (or from the center if hit by a blast weapon). If
they move past a railing (no roof) or off an edge, they fall. If they move
into a wall or piece of cover, or into another model, they take a stun
(as the graze result). HEAVY and BIG models ignore Knockback, unless
being meleed by a target equal to or larger than them in size.
LINE EFFECT (Line)- Draw a line from the firer through
any eligible models. Apply the roll to ALL eligible models in the
line (though some may be in cover) including vehicles and barricades, but
not buildings. The line will stop if it hits a building
or vehicle. Remember to apply range modifiers to models over
NO OPPONENT REROLL (NOR)- Your opponent may not reroll any dice
during the combat.
MINUS A REROLL (-R)- Your opponent loses a reroll. (A
RO becomes just a reroll self.)
PENETRATING (+P)- When used against Buildings or Vehicles, adds
a +1 to the damage roll. Melee weapons with +P ignore Parries!
PASS PARRY (-P)- Opponent parries are at -1 (so shields only
parry at +1, regular parries are useless!).
RAPID FIRE (Rap)- May fire weapon twice if all targets are within
RELOAD- You must spend an action to reload for each shot.
REROLL (R)- Ranged attacks: may reroll one of your attack dice
once per turn. Melee attacks: may reroll one of your melee dice
once per melee (attacker must reroll first).
REROLL OPPONENT (RO)- May reroll one of your opponent's attack
dice OR one of your own dice once per melee. Note that if you have more
than one reroll in melee, it compounds into a RO- you may never reroll
more than once per melee.
SCOPE- You may ignore enemy cover when firing if you do
not move that turn.
SCYTHE- May melee multiple models without incuring penalty (see
melee above for details).
SPIKY- Weapon takes no hands, but weapon dice are added
to melee only if the user is Defending, or if attacking with Overrun,
ZOC, or Dive Attack.
SPLIT FIRE (*)- Split the total up amongst any targets in line
of sight. Don't forget to include range penalties and cover bonuses for
TIE- In melee, if your attack roll exactly equals the
target's defense roll, you have tied. If you are parrying and you
roll equal to or better than the attacker's roll, that counts as a tie
too. In a Ranged Attack, if your ranged attack dice exactly equals
the target's armor, you have tied (you must roll at least a 1- a roll of
zero will not tie vs. a target with zero armor).
VOLATILE (V)- If the bearer is killed by more than a graze,
the weapon Explodes (as explode Fail result).
IX. SPECIAL ABILITIES. Many troops
and enemy types will have special abilities noted in their descriptions.
Following are common special abilities.
AMBUSH: May make a free attack when revealed (but may not rapid
fire) and may then make a half move.
ANIMAL: Cannot use weapons or equipment unless it explicitly
takes no hands (spikes for example). They cannot pick up items.
BERSERK: May melee after taking extra move (this is different
from the normal Charge rules!).
BIG: Once revealed, canít hide, or take cover except from smoke/darkness.
They may only enter a building directly through a Forced Entry marker,
and do not gain cover inside. Big models also count as HEAVY (see below).
CLIMB: May climb up or down any surface as part of your move.
Measure the distance as normal.
CONTROL: Instead of killing a target, may take control
of them for 1 turn: move and attack as normal.
DETONATE: May detonate as an action. Will detonate
if grazed (but not if hit with more than graze damage). When detonating,
if you roll a zero on the dice, you do not explode- continue as normal!
+F: In addition to normal armor, has a Force Field: deduct
the roll of 1 red die from any incoming melee or ranged damage.
FERAL: You may only attack the nearest target. If you
do not want to attack the nearest target, you must not attack that turn.
FLY: May move in any direction, but must end your move on a
surface. Note that you can enter normal buildings by flying onto the roof!
You may ignore damage from a fall.
FOR ONE TURN:Orders that last one turn may be played at any
time, and will last until the beginning of that turn when it next comes
up. For example, if you play a card during the enemy turn, it's effects
will last until the beginning of the next enemy turn.
FRENZY: If wounded, you may still move and take an action, and
will not suffer awkward melee.
FURTIVE: May hide for free if you
did not attack that turn (does not cost an action).
GRAPPLE: You and your opponent may only use their base melee
dice- no weapons may be used. Also, you may parry even if you have
no melee weapons.
HEAVY: Heavy models such as Terminators may ignore KB, and may
ignore move penalties for carrying special/heavy weapons or items like
scrap, ore, or Charnel. They may NOT ride bikes or mounts or use
jump packs unless noted.
HORROR: Once killed, place the model face down and on it's next
turn, roll a red die: 0= Dead- remove from play. 1= Languishing:
roll again next turn. 2= Makes a last attack, then dies. 3=
Makes a last attack and is alive again, with 1 hit.
INFILTRATE: You may start Hidden.
During Blip games, you may take a free move at the start of the game.
During Battle games, you may start anywhere on the board out of line of
sight of enemy models.
IS: Ignore Stun. This includes stun results from
Knockback, Falling, Hazards, etc.
LATCH ON: As a melee attack, may attach to a target (remain
attached for 1 turn- must relatch each turn). Ranged attacks vs.
the latcher will hit BOTH the latcher and the target! Attacks against
the target will be at +1. The target's ranged attacks are at -1 while
latched on. Any graze or KB result on the latcher will dislodge them.
Models that latch onto vehicles are treated as Boarded, except they take
no stun. Models latched onto light vehicles are treated as latched
onto the rider, and if the rider ditches, the ditch roll applies to the
latcher as well. While latched, neither model may move, unless they
are different sizes- in which case the larger model can move, taking the
smaller model with them. Size range is as follows: SMALL <
Normal Models < HEAVY < BIG and Light Vehicles < Vehicles
JINK: may reroll 1 enemy die when fired upon, as
long as driver is not stunned and vehicle can still move, once per turn.
JUMP PACK: may move through the air
(measure move as normal). Must end move standing on level terrain.
May board open vehicles this way.
LEAP: You may add +3 to your jump rolls.
MINDLESS: You must always move towards and attack the nearest
target, preferrably in melee.
MOB: Up to 3 of these models may combine their melee values
against a single target! Move the models first, then make a single
melee attack that combines all the attackers' melees together (they must
all have an action to melee). If they lose, they must divide the
hits up amongst the models as they see fit until all the hits taken have
been assigned, or all the mobbing models are eliminated. MOB-1: This
one model may combine it's melee value with one other model of any kind.
MOB- #: same as mob, except instead of 3 models, the specified number may
NSB: Ignores stun from knockback (usually due to wearing
PLAGUE / POISON: On a tie (or a win when parrying), causes a
wound. Note: you can tie in melee (vs. melee) OR in ranged
PSY: Psyker. Followed by a number that indicates Psy level
(Psy-1, for example is Psy level 1). See Psyker
SHAMBLE: Movement value is different each turn: roll 2 reds
and add 4 to get the move value. The model may not take extra move.
If you have numerous models with shamble, you may roll once per turn for
ALL the models' move value for that turn.
SNAP FIRE: If you are attacked in melee, before the melee occurs,
you may fire a pistol at your opponent, once per turn- treat as a point
blank range attack. Your snap fire attack may only hit the attacking model,
unless it is a BLAST weapon. You may not reroll or rapid fire when snap
firing. If you stun or kill them, the melee does not take place. If you
are meleed, you may only use the pistol in that hand (and not some other
melee weapon). If you wound them, they will be at awkward melee as normal.
If you do knockback, deduct 1" from their charge move- if they do not have
enough move to get to you as a result, they may not melee you!
If you have Two Fisted (see below), you may use each pistol once per turn
to snap fire.
SNIPER: You may ignore range penalties when firing if
you do not move that turn.
SMALL: You are treated as if you always have front cover, even
when in the open.
STUPID: You may not use weapons or equipment. You may
perform actions though, such as picking up items.
SWARM: The swarm's melee value is reduced by 1 red die for each
hit it takes. The maximum number of hits a swarm can take from any
attack is 1, unless the weapon is Area Effect or Scythes.
TALL: Once revealed, these models cannot take cover or hide,
except from smoke/darkness. They otherwise count as normal models
(not ?Heavy or Big).
THROW: On a tie in melee (or instead
of doing damage), you may throw a smaller or equal sized opponent 1" in
any direction, as KB.
TROT: May not scrabble or climb. +2 to jump rolls.
TWO FISTED: Any model equipped with two pistols (and no other
weapons) may fire each pistol at 6" range or less as a single attack.
UNDEAD: Cannot be Wounded or KOed- ignores these graze results!
Will take KB, Stun, or Kill results.
VOLLEY FIRE: (Optional) In Battle games, you may
speed up mass enemy attacks using this rule. All troops equipped
with basic weapons that roll only 2 whites (no pluses) are eligible
for volley fire. Declare which enemy models are participating in
volley fire- they must have LOS and the same declared range to all the
targets. Eligible targets must fit under a 3" template. When
firing the volley, roll all of the white dice together in one big roll.
For each die that rolls something, you may reroll another one of the dice
along with it to generate a "2 dice" roll. Then you may apply the
roll to any target within the declared range. You may reroll each
die only once. This will average out to more hits than usual, so
it should only be used when the enemies are fighting tough player models
X. SPACE HULKS/SEWERS/CATACOMBS: Use Space Hulk
or Warhammer Quest boards for this. Set the board up before playing- you
may cover up sections if you want (for exploration purposes). Place blips
anywhere on the board- reinforcements may be brought in at key points if
the scenario allows. All movement and range is measured in squares, except
template weapons like flamers (which still use their templates). Light
vehicles may be used, but may not Hit and Run (they may not move twice,
only once). Diagonal move is not permitted. Diagonal attacking is allowed
if one of the two pinching squares is open. Diagonally adjacent squares
count as being adjacent for all purposes including melee. Area effect for
hazards will hit the square they are in, plus all 8 adjacent squares. Stepping
in any square adjacent to a blip will reveal the blip. You may treat all
or any particular sections as in Darkness (indicate this before starting).
Air ducts / drains are accessible to targets with 1 or less armor and are
treated as darkness. You may fire through air ducts. If using above ground
scenery too, be sure to mark manholes to correspond with surface level.
Treat manholes as a 6" ladder to move up or down.
Enemy Charts for RC
Vehicle Rules and Components Set
Necromunda Campaign Rules
Space Marine Campaign Rules
Ork Campaign Rules
Chaos Campaign Rules
Imperial Explorator Campaign Rules
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