4 new squad types for Space Crusade!

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4 new squad types for Space Crusade!

Mezillious
I posted recently in the 40k thread about some additions to my Raven Guard force and it got me wondering how these units could be used in Space Crusade. Most of these units are either veterans or have extreme firepower, so if you use these squads I would recommend beefing up the alien force a bit perhaps by doubling the number of androids and dreadnoughts or adding a chaos lord and another chaos squad (Khorne Berzerkers maybe?)

- Devastator Squad
1 x Seargant (usual commander weapon options)
Move = 6, Armour = 2

Marines - all Marines use 2 LW dice in hand-to-hand

1 x Heavy Bolter (like assault cannon but with 3 heavy weapons dice)
Move = 4
Armour = 2

1 x Lascannon (as per Mission Dreadnought)
Move = 4
Armour = 2

1 x Plasma Cannon (like plasma gun but with 3 heavy weapons dice)
Move = 4
Armour = 2

1 x Multimelta (like rocket launcher only 3 HW dice on target square, highest 2 on surrounding squares)
Move = 4
Armour = 2

Devastator marines take some time to setup their weapons, so a Devastator marine can EITHER move or fire but not both on a turn (like tarantula)

Order cards - See Imperial Fist
Equipment cards
- Melta Bomb
- Blind Grenade
- Bolt Pistols
- Targetter
- Targetter
- Bionic Eye (Seargant re-rolls when firing)
- Signum - Seargant can use his attack to activate a signum - Allows any Devastator marine in LOS of Seargant to both move and fire on this turn
- Bracing - Devastaror marines can spend 1 movement turn entering a braced stance which allows an extra light weapons die when firing
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Re: 4 new squad types for Space Crusade!

Mezillious
Command Squad

1 x Company Champion (regular commander weapon options)
Move = 6
Armour = 2

All marines except for the champion use 2 LW dice in hand-to-hand
1 x Apothecary (can not fire, uses his attack to heal a friendly commander/Seargant/champion for up to 2 hit points)

3 x marine veterans with improved bolters (1 HW + 1 LW dice)

Order cards - see Ultramarines

Equipment Cards
Combat Shield - if the champion has power sword + glove weapon, the glove is replaced with a combat shield. This forces all opponents to roll one less die in hand-to-hand against the champion
Chainswords - all veteran marines (including apothecary) are carrying chainswords and may roll 1 HW + 1 LW dice in hand-to-hand
Digital weapons - re-roll on firing or hand-to-hand
Melta Bomb
Blind Grenade
Standard Bearer - designate one of your veterans as a standard bearer. This veteran may not fire, however any of your veterans within 3 squares of the standard bearer gain an extra LW die in hand-to-hand combat
Targetter
Frag Grenade - acts as rocket launcher (discard after use)
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Re: 4 new squad types for Space Crusade!

Mezillious
Sternguard Veterans

1 x Seargant (usual weapon options)
Move = 6
Armour = 2

All veterans have 2 LW dice when firing

4 x veterans with improved bolters (1 HW + 1 LW dice)
Move = 6
Armour = 2

Order cards - see imperial fist

Equipment cards
Bionic eye
Melta Bomb
Blind grenade
Hellfire rounds - all marines carrying bolters can fire usin hellfire rounds. These act as a small lascannon blast, 2 HW dice on a 4 square area
Combi plasma - one of your veterans is carrying a Combi plasma gun and may choose to fire either as a bolter or a plasma gun each round. Plasma has a range of 8 squares.
Combi melta - one of your marines is carrying a Combi melta gun and may choose to fire either as a bolter or a meltagun each round. Melta acts as a rocket launcher with a range of 8 squares.
Medikit
Targetter - all of your marines may re-roll a die when firing their bolter (standard ammo or hellfire rounds)
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Re: 4 new squad types for Space Crusade!

Mezillious
In reply to this post by Mezillious
Vanguard veterans

1 x Seargant (usual weapon options)
Move = 6
Armour = 2

4 x veterans with chainswords and bolt pistols (1 HW + 1 LW dice in hand-to-hand, 1 LW die firing)
Move = 6
Armour = 2

Order cards - see Blood Angels

Equipment cards
Plasma pistols - all your veterans carrying bolt pistols are now carrying plasma pistols (same effect as plasma gun, 1 HW + 1 LW dice with a range of 8 squares.
Lightning claws - all your veterans armed with chainswords and now carrying lightning claws (cannot fire, 2 HW dice in hand-to-hand
Jump packs - all of your veterans (including the Seargant) are carrying jump packs and may move 8 squares
Bionic arm
Melta bomb
Blind grenade
Master crafted lightning claws - if your Seargant is carrying the power sword And glove, they are replaced with a set of master crafted lightning claws. This allows the Seargant to re-use a successful hand-to-hand attack roll on a second adjacent target.
Close combat training - allows your veterans (not he Seargant) to re-roll a die when attacking in hand-to-hand