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 |
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) |
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) |
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 |
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