Posted by
Mezillious on
Nov 30, 2010; 3:55am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Space-Crusade-V-s-SpaceHulk-tp3980383p5786961.html
MortiS-the-Lost wrote
Don't get me wrong, I love SpaceCrusade, I just see room for expansion and improvement

Ah improvement! I have been running a weekly game with a few of my friends and haven't managed to get more than 3 people at the same time to play. We have been playing through the SC missions and alternating the alien player so everyone gets a turn. The problem we now face is that for this week's game I have up to 5 people that are keen so it's possible me might have too many!
Here's my solution to the problem, let me know if you see any problems with it or if you think I can add/change anything:
Once all marine players are present, if there is an extra player the Chaos marines are taken out of the arsenal of the Alien player and used as a Chaos Marine team. (I bought a few extra marines and weapons on ebay so i have enough weapons to give the chaos marines the full assortment of weapons). In the same way that the marine players are not necessarily on the same team, but are working towards a common goal, so to are the chaos marines and the alien player.
The chaos player plays directly after the alien player and the chaos marines are initially placed anywhere on the board as long as they are within 5 squares of the alien's reinforcement squares. The chaos player does not score points, as the marines' condition (i.e being a chaos marine) is considered temporary (for a single game). All points for marines killed are awarded to the alien player and tabulated in the regular way.
The chaos player's rank is not affected by anything that happens while playing as a chaos marine because - if the alien player draws his/her last event card, before the marine players have their final turn to return to their docking claws, the chaos player moves and fires all of his remaining chaos marines, before they each detonate an explosive charge, which initiates a missile launcher attack on each square occupied by a chaos marine or commander (or possible a suicide android style attack where both heavy weapons dice are used on adjacent squares).
I have made some new cards for the chaos marines which I think will allow them to become not only a credible threat to the space marine teams, but almost a priority. There are 4 order cards and 8 equipmement cards - the chaos player uses their current rank in the campaign to determine how many cards they should take.
1. ORDER - MOVE IT! - Same as MOVE IT! order card
2. ORDER - FIRE! - Same as FIRE! order card
3. ORDER BEZERK! - Same as BY SECTIONS order card (all chaos marines may move OR fire twice)
4. ORDER PHOTON GRENADES - Same as PHOTON GRENADES - Blood Angels
1. EQUIP BOLT PISTOLS - Same as BOLT PISTOLS
2. EQUIP TARGETER - Same as TARGETER
3. EQUIP TARGETER - Same as TARGETER
4. EQUIP SCOPE - Allows all chaos marines to fire over the heads of any alien minatures to accurately hit any Space Marines in the line of sight
5. EQUIP EXPLOSIVE CHARGE - The Chaos Commander detonates an explosive device within his chest piece and is immediately incinerated. All adjacent squares are attacked with the total of 2 heavy weapons dice (similar to suicide android card - Note: Venom of Chaos does not apply when using this card as the Commander is killed).
6 - EQUIP FAVOUR OF THE GODS - Earning the Favour of the Chaos Gods allows the Chaos Commander to re-roll one die when firing or in hand-to-hand combat to try to improve his score.
7 - EQUIP VENOM OF CHAOS - Any Marine (not a Commander) killed by the Chaos Commander in hand-to-hand combat is reborn as a Chaos Marine under the control of the Chaos player
8 - EQUIP RADIO JAMMER - Play this card at the end of your turn. No Marine player may play an Order card on their next turn.
I think these cards allow the alien player and the chaos player to really work effectively as a team to try and give the marine players a hard time. This should in turn encourage the marine players to work very closely if they are to survive.
In the 6 or so missions we have played so far, we haven't yet played a game where the alien player has killed everyone and we have only been playing with 2 marine teams. So the addition of a third marine team seems a bit of overkill to me, but hopefully if we get 5 players this will even the score a bit!
Feel free to use these ideas in your games and let me know how they go, if we get 5 people this week I'll post up a review of how it went and any problems we encountered.