Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0
Close Assault!
Fire!
Move It!
BLOOD ANGELS ORDER
BLOOD ANGELS ORDER
BLOOD ANGELS ORDER
Any of your Marines armed with Bolters may re them AND attack in hand-to-hand combat this turn. Discard this card after use.
Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use.
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
Photon Grenades!
Bionic Arm
Blind Grenades
BLOOD ANGELS ORDER
BLOOD ANGELS EQUIPMENT
BLOOD ANGELS EQUIPMENT
Any Alien miniatures you attack in hand-to-hand combat this turn must roll one die less (the strongest one) than normal. Discard this card after use.
Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score. Remains in use for the entire mission.
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
Bolt Pistols
Close Assault Blades
Force Field
BLOOD ANGELS EQUIPMENT
BLOOD ANGELS EQUIPMENT
BLOOD ANGELS EQUIPMENT
All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission.
All your Marines with Bolters may attack diagonally in hand-to-hand combat. Opponents roll one die less (the strongest one) than normal in hand-to-hand combat against them. Remains in use for the entire mission.
Your Commander is wearing a force eld generator which increases his armour value to 3. Remains in use for the entire mission.
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Melta Bomb
Targeter
Targeter
BLOOD ANGELS EQUIPMENT
BLOOD ANGELS EQUIPMENT
BLOOD ANGELS EQUIPMENT
Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discard this card after use.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
By Section!
Fire!
Heavy Weapon!
IMPERIAL FISTS ORDER
IMPERIAL FISTS ORDER
IMPERIAL FISTS ORDER
Each of your Marine miniatures may EITHER move twice OR re twice. They may not move AND re. Discard this card after use.
Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use.
One of your heavy weapon Marines may move twice and re twice. This may be done in any order. Discard this card after use.
Move It!
Bionic Eye
Blind Grenades
IMPERIAL FISTS ORDER
IMPERIAL FISTS EQUIPMENT
IMPERIAL FISTS EQUIPMENT
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
Your Commander miniature may re-roll one die whenever he res, to try to improve his score. Remains in use for the entire mission.
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
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Bolt Pistols
Combi-Weapon
Melta Bomb
IMPERIAL FISTS EQUIPMENT
IMPERIAL FISTS EQUIPMENT
IMPERIAL FISTS EQUIPMENT
All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission.
To use this card your Commander miniature must have the Heavy Bolter. He may then re the Heavy Bolter normally OR as if it were a Plasma Gun. Remains in use for the entire mission.
Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discard this card after use.
Suspensors
Targeter
Targeter
IMPERIAL FISTS EQUIPMENT
IMPERIAL FISTS EQUIPMENT
IMPERIAL FISTS EQUIPMENT
All your Marines with heavy weapons may move as though they have Bolters. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Close Assault!
Fire!
Move It!
ULTRAMARINES ORDER
ULTRAMARINES ORDER
ULTRAMARINES ORDER
Any of your Marines armed with Bolters may re them AND attack in hand-to-hand combat this turn. Discard this card after use.
Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use.
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
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By Section!
Bio-Scanner
Blind Grenades
ULTRAMARINES ORDER
ULTRAMARINES EQUIPMENT
ULTRAMARINES EQUIPMENT
Each of your Marine miniatures may EITHER move twice OR re twice. They may not move AND re. Discard this card after use.
At the beginning of each of your turns you may inspect three blip tokens anywhere on the board to see what they are. Remains in use for the entire mission.
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
Bolt Pistols
Digital Weapons
Medi-Kit
ULTRAMARINES EQUIPMENT
ULTRAMARINES EQUIPMENT
ULTRAMARINES EQUIPMENT
All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission.
Your Commander may re-roll one die whenever he attacks, either when ring or in hand-to-hand combat, to try to improve his score. Remains in use for the entire mission.
The Medi-Kit will restore all your Commander’s life points. It may not be used if they have just been reduced to zero. Discard this card after use.
Melta Bomb
Targeter
Targeter
ULTRAMARINES EQUIPMENT
ULTRAMARINES EQUIPMENT
ULTRAMARINES EQUIPMENT
Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discard this card after use.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
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Recon!
By Section!
Move It!
RAVEN GUARD ORDER
RAVEN GUARD ORDER
RAVEN GUARD ORDER
You may inspect up to 5 blip tokens anywhere on the board to see what they are. You may swap the location of any number of them. Discard this card after use.
Each of your Marine miniatures may EITHER move twice OR re twice. They may not move AND re. Discard this card after use.
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
To Battle!
Ghost Suit
Recon Drone
RAVEN GUARD ORDER
RAVEN GUARD EQUIPMENT
RAVEN GUARD EQUIPMENT
Each of your Marine miniature may attack in hand-to-hand combat twice. They may attack, move, and then attack again, OR attack twice before or after moving. Discard this card after use.
Your Commander may always move through squares occupied by enemy miniatures, as long as he can nish his move on an empty square. Remains in use for the entire mission.
At the beginning of each of your turns you may reveal one blip token anywhere on the board and replace it by the corresponding miniature. Remains in use for the entire mission.
Jump Pack
Lightning Claws
Melta Bomb
RAVEN GUARD EQUIPMENT
RAVEN GUARD EQUIPMENT
RAVEN GUARD EQUIPMENT
All your miniatures may move an extra square every turn. Remains in use for the entire mission.
All your Marines armed with Bolters are equipped with Lightning Claws. They roll two heavy weapons dice in hand-to-hand combat, instead of two light weapons dice, but they can not re. Remains in use for the entire mission.
Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discard this card after use.
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Blind Grenades
Blind Grenades
Targeter
RAVEN GUARD EQUIPMENT
RAVEN GUARD EQUIPMENT
RAVEN GUARD EQUIPMENT
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
By Sections!
Fire!
Move it!
SALAMANDERS ORDER
SALAMANDERS ORDER
SALAMANDERS ORDER
Each of your Marine miniatures may EITHER move twice OR re twice. They may not move AND re. Discard this card after use.
Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use.
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
Flamethrowers!
Terminator Armour
Remote Lock
SALAMANDERS ORDER
SALAMANDERS EQUIPMENT
SALAMANDERS EQUIPMENT
All your Marine miniatures who re this turn roll an extra heavy weapons die if the target is no farther than 6 squares away. Discard this card after use.
All your Marines with heavy weapons may move 5 squares instead of 4. Also, if they lose in hand-to-hand combat, the damage they recieve is reduced by 1. Remains in use for the entire mission.
At the beginning of each of your turns you may lock one door anywhere on the board (if it is open, close it). That door will remain locked until the beginning of your next turn, or until a Marine player opens it. You may not lock the same door two turns in a row. Remains in use for the entire mission.
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Control Override
Incendiary Bomb
Blind Grenades
SALAMANDERS EQUIPMENT
SALAMANDERS EQUIPMENT
SALAMANDERS EQUIPMENT
Your Commander takes control of any one Android or Dreadnought he can see until the end of your turn. The Commander may not move or attack this turn, but you may do so with the controlled miniature. Discard this card after use.
Instead of ring this turn, any one of your Marine miniatures can throw an Incendiary Bomb as if ring with the Missile Launcher. After damage is resolved, place a Fire Marker on each empty square in the area of effect. Until the beginning of your next turn, Fire Markers block movement and line of sight. Discard this card after use.
Play this card at the end of your turn. The Alien player may not attack any of your miniatures on his next turn. Discard this card after use.
Bolt Pistols
Targeter
Targeter
SALAMANDERS EQUIPMENT
SALAMANDERS EQUIPMENT
SALAMANDERS EQUIPMENT
All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Psy Focus!
Fire!
Move It!
GREY KNIGHTS ORDER
GREY KNIGHTS ORDER
GREY KNIGHTS ORDER
You may play two Psy Power cards this turn. Discard this card after use.
Each of your Marine miniatures may re twice. They may re, move, and then re again, OR re twice before or after moving. Discard this card after use.
Each of your Marine miniatures may move twice. They may move, re, and then move again, OR move twice before or after ring. Discard this card after use.
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By Section!
Aegis Suit
Combat Psyker
GREY KNIGHTS ORDER
GREY KNIGHTS EQUIPMENT
GREY KNIGHTS EQUIPMENT
Each of your Marine miniatures may EITHER move twice OR re twice. They may not move AND re. Discard this card after use.
To use this card your Commander must have the Bolt Pistol and Power Axe. His base move is 4, but his armour value is 3. He loses one life less when he is defeated in hand-to-hand combat. Remains in use for the entire mission.
Your Commander is a Psyker and can use Psy Powers. When you pick this card during the setup of the game, take two Combat Psy Power cards. Discard this card after use.
Control Psyker
Kinesis Psyker
Bolt Pistols
GREY KNIGHTS EQUIPMENT
GREY KNIGHTS EQUIPMENT
GREY KNIGHTS EQUIPMENT
Your Commander is a Psyker and can use Psy Powers. When you pick this card during the setup of the game, take two Control Psy Power cards. Discard this card after use.
Your Commander is a Psyker and can use Psy Powers. When you pick this card during the setup of the game, take two Kinesis Psy Power cards. Discard this card after use.
All your Marines armed with Bolters are also carrying Bolt Pistols and may roll one extra light weapons die in hand-to-hand combat. Remains in use for the entire mission.
Melta Bomb
Targeter
Targeter
GREY KNIGHTS EQUIPMENT
GREY KNIGHTS EQUIPMENT
GREY KNIGHTS EQUIPMENT
Any one of your Marine miniatures may roll two extra heavy weapons dice in a hand-to-hand combat attack. Discard this card after use.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
Mark one of the four weapon boxes on your Scanner. Any of your Marines who use this weapon may re-roll one die after ring, to try to improve the score. Remains in use for the entire mission.
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Psionic Blast
Psy Armour
Fiery Aura
PSY POWER COMBAT
PSY POWER COMBAT
PSY POWER COMBAT
Range: 8 squares. Your Commander may not move or attack this turn. Select an area of effect, within range, as if you were ring with the Missile Launcher. Roll two heavy weapons dice against each miniatures in the area of effect, with the exception of Androids and Dreadnoughts which are immune to this Psy Power. Discard this card after use.
Range: Your Commander. Your Commander’s armour value is increased by 1 and he loses one life less when he is defeated in handto-hand combat until the beginning of your next turn. Discard this card after use.
Range: Your Commander. Your Commander may not attack this turn. After your Commander has nished his move for the turn, roll two heavy weapons dice against each miniatures in the 8 squares surrounding him. Discard this card after use.
Jinx
Purge the Vermin
Bio Control
PSY POWER COMBAT
PSY POWER COMBAT
PSY POWER CONTROL
Range: 6 squares. Your Commander may not attack this turn. After your Commander has nished his move for the turn, select up to 3 Androids within range, OR one Dreadnought within range. These miniatures are disabled until the end of the Alien player’s next turn. They may not move or attack, and roll one less heavy weapons die if attacked in hand-to-hand combat. Discard this card after use.
Range: 5 squares. Your Commander may not attack this turn. After your Commander has nished his move for the turn, roll 1 heavy weapons die against all the Gretchins and Orks within range that he can see. Hidden Gretchins or Orks that become visible after the destruction of another miniature are also targeted as long as they are within range. Discard this card after use.
Range: Your Commander. Your Commander gains 3 lives (this may not grant him more than 6 lives). Discard this card after use.
Clairvoyance
Divination
Mind Grip
PSY POWER CONTROL
PSY POWER CONTROL
PSY POWER CONTROL
Range: 1 room. Select one room anywhere on the board (corridors do not count as a room). The Alien player must reveal all blips in this room and place the corresponding miniatures on the board. Discard this card after use.
Range: None. You may play this card immediately after the Alien player has revealed an Alien Event card. This Event card is discarded with no effect. You will not be able to play a Psy Power card on your next turn. Discard this card after use.
Range: 6 squares. Your Commander may not move or attack this turn. Select one Alien miniatures, which may not be an Android or a Dreadnought. Take control of this miniature until the end of your turn. You may move and attack with it as if it were one of your own. Discard this card after use.
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Confusion
Teleport
Burst of Speed
PSY POWER CONTROL
PSY POWER KINESIS
PSY POWER KINESIS
Range: 5 squares. Your Commander may not attack this turn. During the Alien player’s next turn, all the Gretchins miniatures within range will not move (even those that the Commander can not see). They will be forced to re, and you choose their target instead of the Alien player. They may target other Alien miniatures, including themselves. The Alien player still decides in which order his miniatures act. Discard this card after use.
Range: Your Commander. Before or after your Commander’s move for the turn, you may teleport him to any other square visible from his starting location and that is no farther than 10 squares away. For the purpose of this Psy Power, only walls and doors block the line of sight. Discard this card after use.
Range: 1 square. Your Commander may not attack this turn. After your Commander has nished his move for the turn, select any one of your Marine miniatures on an adjacent square. This miniature may perform any or all of the following actions, in any order: re, re again, attack in hand-to-hand combat, move, and move again. Discard this card after use.
Psychic Ram
Open Portal
Barricade
PSY POWER KINESIS
PSY POWER KINESIS
PSY POWER KINESIS
Range: 5 squares. Your Commander may not attack this turn. After your Commander has nished his move for the turn, destroy any one closed door in range. Roll a number of heavy weapons dice against miniatures on the squares on the opposite side as shown on the diagram below. Against Dreadnoughts, roll only once the highest number applicable. Discard this card after use.
Range: 1 square. Place a portal token on a square next to your Commander. Then, during a subsequent turn, place a second portal token in the same way. As long as two portals are open and on the same board section, any miniature (except Dreadnoughts) can move from one to the other as if the two squares were adjacent. You may permanently close the portals at the end of any of your turns. Discard this card after use.
Range: 5 Squares. Place an unused door on the board, on the lines between squares (this may be used to effectively close an open door). This door acts in all ways as a wall, and even if placed in a doorway, it can not be opened by anyone. Remove it from the board at the beginning of your next turn. Discard this card after use.
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Psy Power cards: play exactly like any other card (play at the beginning of the turn, only one card per turn. Thus, players cannot play both a standard order/equipment card and a psy power card on the same turn. Important difference: if their Commander (who is the Psyker) is killed, players may no longer use psy powers. Range is always determined from the Commander’s miniature.
Portal markers
F i r e m a r k e r s
Alien Elite
Alien Task Force
Alien Teleporter
You may pick any one Alien miniature on the board. That miniature may then be used twice this turn.
Mix up the unused Reinforcement tokens and then pick two at random to add to your Reinforcement pool.
You may swap over any two Alien miniatures on the board.
Android Fault
Automated Defences
Automated Defences
You may not move or re any of the Androids or Dreadnoughts this turn, due to a control malfunction.
You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die for this attack.
You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die for this attack.
Battle Plan
Booby Trap
Communications Malfunction
Each Marine player may pick one extra Order card.
A Marine steps onto a defence charge. Pick any one Marine miniature, not a Commander, and make a Missile Launcher attack on that square.
Choose one of the Marine players, who may not use any Order cards on his next turn.
Equipment Malfunction
Frenzy!
Genestealer
Pick one Equipment card owned by any one Marine player. That Equipment card is then discarded due to a malfunction.
Any one Gretchin or Ork may attack twice in hand-to-hand combat this turn.
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn.
Genestealer
Genestealer
Gretchin Bomber
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn.
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and move as normal this turn.
Choose one Gretchin who throws a frag grenade, instead of ring. Treat this attack as an attack with a Missile Launcher.
Lure of Chaos
Master Control
Mechanical Assault
You may open or close as many doors on the board as you wish.
All the Androids and Dreadnoughts may move up to twice their normal move this turn as well as attack.
Choose one Marine miniature, not a Commander, and roll one heavy weapons die. If you roll a 3, replace the gure with a Chaos Space Marine if available, if possible with the same weapon.
Mothership Communication
Mothership Scan
New Orders
Read out the text shown in the Mission of Secondary Mission.
Choose one of the Marine players, who then picks one of the boards. All Blip tokens on this board must then be revealed.
Choose one of the Marine players, who then may pick one extra Order card.
Ork Mekaniak
Out of Ammo
Psychic Attack
An Ork Mekaniak uses an experimental weapon. Any one Ork miniature may re as though he has a Plasma Gun. The weapon, however, blows up after ring, destroying the Ork.
Choose any one Marine miniature armed with a heavy weapon. That miniature’s weapon must be replaced with a Bolter. If there is no Bolter he may only attack in hand-to-hand combat.
The Mothership channels a psychic attack onto the Alien vessel. The Gretchin and the Orks are affected and may not move or re that turn.
Re-Deploy
Report In
Suicide Android
You may place up to three Blip tokens onto a board that has been scanned. These tokens may be taken from elsewhere on the board. The normal rules apply as to where these tokens may be placed.
Play on one of the Marine players. That player may not move or attack with his Commander miniature on his next turn, as he must report in.
Any one Android may self-destruct after moving. If you choose to do so, roll two heavy weapons dice. Each miniature adjacent to the exploding Android is attacked with the total of the two dice. Remove the destroyed Android.
Weapons Jammed
Alien Sharpshooter
Alien Sharpshooter
ALIEN GUILE
ALIEN GUILE
Choose one of the Marine players. That player’s miniature may not re any heavy weapons on his next turn.
Reroll all the dice of any one roll an Alien miniature just made when ring, to try to improve its score. Discard this card after use.
Reroll all the dice of any one roll an Alien miniature just made when ring, to try to improve its score. Discard this card after use.
Alien Brawler
Alien Brawler
Gretchin Pack
ALIEN GUILE
ALIEN GUILE
ALIEN GUILE
Reroll all the dice of any one roll an Alien miniature just made when ghting in hand-to-hand combat, to try to improve its score. Discard this card after use.
Reroll all the dice of any one roll an Alien miniature just made when ghting in hand-to-hand combat, to try to improve its score. Discard this card after use.
When you place a Gretchin miniature on the board after revealing the corresponding blip token, place up to two more on adjacent squares. Discard this card after use.
Tough Hide
Reinforced Armour
Blood Rage
ALIEN GUILE
ALIEN GUILE
Force a Marine player to reroll all dice of a roll made against a Gretchin, an Ork, or a Genestealer. Discard this card after use.
Force a Marine player to reroll all dice of a roll made against an Android, a Dreadnought, a Chaos Marine, or a Chaos Commander. Discard this card after use.
All Gretchin and Orks miniatures roll an extra light weapons die when attacking this turn.
Alien Guile cards: when this Event is revealed, the Alien player keeps the card and draws a second Alien Event card, unless it is already the second card of his turn. He can keep them for as many turns as he likes, and use it at any time that is appropriate, and discard it afterwards.