Posted by
MortiS-the-Lost on
Jan 30, 2011; 3:33pm
URL: http://the-lost-and-the-damned.71.s1.nabble.com/Space-Crusade-The-Rise-of-Chaos-tp5934242p5974753.html
Mezillious wrote
- I thought of a couple of new event cards:
Reinforcements - each marine and chaos team may reinforce one squad member that has been lost (not a commander)
Cave In - Select any marine or chaos unit. The ceiling above that unit has caved in. That unit may not move or fire on their next turn. The 2 nearest friendly units may not move or fire on their next turn either as they must help dig out the trapped marine.
Here's some of my ideas for extra event cards:
Extra events for Basic Space Crusade and Mission Dreadnought:
Power FailureA problem with the hulk’s power systems prevents any doors from being opened or closed until the Alien Player’s next turn.
Lock DownOne of the hulk’s on-board security systems is triggered and causes all the doors to lock shut. All doors immediately close and cannot be opened until the Alien Player’s next turn.
Prometium Tank Explosion
A tank of highly volatile Prometium suddenly and unexpectedly explodes. Each Marine Player and the Alien Player nominates 1 room on the board and rolls a dice, all models the room chosen by the player who rolled highest take 3 Heavy Weapons Dice of damage as if they had been hit by an extra heavy weapon
Extra events that tie in with the rules presented in White Dwarf:WreckageThe Alien Player may place a rubble obstacle in any empty square on the board, it must not be used to trap a Marine Player’s troops or make a mission impossible to complete by blocking off an objective ect
Warp PowerA surge of favourable energy in the warp allows Librarians to draw upon new power.
All Space Marine Librarians may pick one extra Psychic Card
Extra events that tie in with my house rules:Tyranid Assault
Genestealers, Tyranid Warriors, Termagants and Hormagaunts may move twice this turn
Venom SacksHormagaunts attacking this turn may roll 1 extra Red Dice
Frenzy of ClawsGenestealers, Tyranid Warriors with boneswords, and Hormagaunts may attack twice this turn
Disturbance in the WarpChaos energies in warp imbue those in their favour with additional powers.
Alien Psykers (Chaos Sorcerer and Magus) may pick one extra Psychic Card
PS yes I do have rules for enemy Psykers in the pipes!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~