Blood Angels, Imperial Fists & Ultramarines

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Blood Angels, Imperial Fists & Ultramarines

Gold Bearer
This post was updated on .
Each squad has three advanced equipment cards that are added to the others and replace one of the standard equipment cards once the commander reaches the highest rank of captain senorius (it doesn't do anything in the standard game) which can now be reached by trading in four honour badges just like the other ranks and you also take two extra equipment cards when the advanced equipment is unlocked. This also gives more incentive to trade in honour badges to progress through the ranks.



BLOOD ANGELS

Orders

Photon Grenades: Enemies attack back with one less dice (white dice if they use both) in hand to hand combat this turn.

Close Assault: Bolter marines can move once, shoot once and attack in hand to hand combat once this turn in any order.


Equipment

Force Field: The commander has an armour value of three when being shot.

Bionic Arm: The commander can reroll one dice in hand to hand combat.

Close Assault Blades: Bolters can attack diagonally in hand to hand combat forcing the target to attack back with one less dice (white dice if they use both).


Advanced Equipment

Chainsword: Replaces the Power Sword allowing the commander to attack diagonally in hand to hand combat forcing the target to attack back with one less dice (white dice if they use both) and can be used to attack bulkheads destroying them on any score higher than zero with one red dice rolling the rest of the dice if it scores zero.

Advanced Bionic Arm: Allows the commander to reroll one red dice and one white dice in hand to hand combat. Replaces Bionic Arm.

Suspensor: One heavy weapon marine has a maximum movement of six squares.





IMPERIAL FISTS

Orders

By Sections: Marines either move twice and can't attack or shoot twice and can't move this turn.

Heavy Weapon: One heavy weapon marine can move twice and shoot twice this turn in any order.


Equipment

Combi-Weapon: The commander's Heavy Bolter can be fired as a Plasma Gun.

Bionic Eye: The commander can reroll one dice when shooting.

Suspensors: Heavy weapons have a maximum movement of six squares.


Advanced Equipment

Advanced Combi-Weapon: Same as the Combi-Weapon except it can also be fired as a Melta Gun that fires in the same way as a Plasma Gun except you to roll four red dice with the total on the first square and the power is reduced by one for each square after the first. Replaces Combi-Weapon.

Gladius Knife: Replaces the commander's Combat Knife giving him three white dice in hand to hand combat with the Heavy Bolter.

Command Targeter: Placed on the commander's Heavy Bolter allowing one dice to be rerolled when shooting, the same dice can't be rerolled twice if used with Bionic Eye.





ULTRAMARINES

Orders

By Sections: Marines either move twice and can't attack or shoot twice and can't move this turn.

Close Assault: Bolter marines can move once, shoot once and attack in hand to hand combat once this turn in any order.


Equipment

Medi-Kit: Can be used once per mission during your own turn to fully heal the commander.

Digital Weapons: The commander can reroll one dice in hand to hand combat and when shooting.

Bioscanner: Allows you to inspect three blip tokens during each of your turns.


Advanced Equipment

Gladius Knives: Marines with heavy weapons (not the Heavy Bolter) and extra heavy weapons (not the Tarantula) roll an extra white dice in hand to hand combat.

Enhanced Targeter: Can be placed on Bolters or a heavy weapon allowing them to reroll two dice (not the same dice twice) when shooting. Replaces one Targeter.

Advanced Targeter: Can be placed on Bolters, a heavy weapon, an extra heavy weapon (not the Tarantula) or the commander's gun allowing one dice to be rerolled when shooting, the same dice can't be rerolled twice if used with Digital Weapons.





Universal Cards

Orders
Move It: Marines can move twice and attack once this turn in any order.
Fire: Marines can shoot twice and move once this turn in any order.

Equipment
Bolt Pistols: Bolter marines roll an extra white dice in hand to hand combat.
Blind Grenades: Can be used once per mission during your own turn preventing any members of your squad being attacked during the alien player's next turn.
Melta Bomb: Can be used once per mission during your own turn allowing you to roll two extra red dice when you attack in hand to hand combat.
x2 Targeters: Can be placed on Bolters or a heavy weapon allowing them to reroll one dice when shooting.