Dark Angels, Space Wolves & White Scars

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Dark Angels, Space Wolves & White Scars

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.



DARK ANGELS

Orders

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

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


Equipment

Plasma Weapons: The commander's weapons are replaced with a Light Plasma Gun and a Plasma Sword. The Plasma Sword uses four white dice and wounds caused are doubled but if Equipment Malfunction is played on the Plasma Weapons then it becomes a Power Sword and uses one red dice. The Light Plasma Gun shoots with one red and one white dice using the same rules as the Plasma Gun and isn't affected by Equipment Malfunction.

Adrenal Stimulator: The commander can move once, shoot once and attack in hand to hand combat once each turn.

Plasma Cannon: The Plasma Gun is replaced with a Plasma Cannon, it shoots with three red dice using the same rules as the Plasma Gun except the lowest dice can be (choose before rolling) applied to the two adjacent lines, the Plasma Cannon is a heavy weapon and can be fitted with a Targeter.


Advanced Equipment

Sacred Tunic: The commander can reroll every dice (must reroll all of them) once during each of your own turns.

High Compression Plasma Cannon: Same as the Plasma Cannon except the total of the two lowest dice is used on the two lines adjacent to the target line, it can also be fired as a standard Plasma Cannon. Replaces Plasma Cannon.

Plasma Grenades: The whole squad has an extra action that attacks a target square within twelve squares using three red dice, hitting the eight surrounding squares with the total of the highest plus the lowest dice and hitting the surrounding sixteen squares with the middle value dice, can be used once per mission.





SPACE WOLVES

Orders

Charge: Marines roll one extra red dice in hand to hand combat this turn.

Awoooooo: Marines can reroll one dice once in hand to hand combat this turn and in each hand to hand combat during the alien player's next turn.


Equipment

Fenrisian Power Axe: The commander's Power Axe uses three red dice.

Frost Axe: The commander's Power Axe uses two extra white dice.

Wolf Tooth Necklace: If the commander is reduced to zero life points he survives the attack with one life point remaining, can be used once per mission.


Advanced Equipment

Wolf Skin Cloak: If the commander is reduced to zero life points in hand to hand combat during your own turns he survives the attack with one life point remaining.

Chainswords: Replace the Combat Blades making Bolters one handed and giving them one red instead of two white dice in hand to hand combat, can attack diagonally 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. Replaces Bolt Pistols.

Runestones: The whole squad rolls one extra white dice in hand to hand combat.





WHITE SCARS

Orders

Move Out: Marines can move three times but can't attack this turn.

Sustained Fire: Marines can shoot three times but can't move this turn.


Equipment

Nemesis Power Sword: The commander's Power Sword rolls an extra red dice in hand to hand combat during your own turns.

Power Energy Enhancers: The commander rolls an extra white dice in hand to hand combat when using the Power Sword and Power Fist.

Energised Combat Blades: Bolter marines roll an extra red dice in hand to hand combat during your own turns.


Advanced Equipment

Molecularly Sharpened Blade: The commander can reroll one red dice in hand to hand combat.

Energised Combat Weapons: Marines with heavy weapons (including the Heavy Bolter), extra heavy weapons (including the Tarantula) and Bolter Combat Blades roll an extra red dice in hand to hand combat during your own turns. Replaces Energised Combat Blades.

Molecularly Strengthened Blades: The whole squad can reroll one white dice in hand to hand combat.





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.