Posted by
Sirenix on
Sep 10, 2012; 6:25am
URL: http://the-lost-and-the-damned.71.s1.nabble.com/My-Space-Crusade-Expansion-Packs-tp7578570p7578571.html
SPACE MARINE EXPANSION
New Rules and cards
http://imageshack.us/photo/my-images/195/chaptercardsspacewolves.jpg/http://imageshack.us/photo/my-images/23/chaptercardsspacewolves.jpg/http://imageshack.us/photo/my-images/13/headquartersstaffcards1.png/http://imageshack.us/photo/my-images/89/headquartersstaffcards2yp.png/http://imageshack.us/photo/my-images/703/unitsrefrencecard1.jpg/http://imageshack.us/photo/my-images/837/unitsrefrencecard2.jpg/http://imageshack.us/photo/my-images/840/weaponsrefrencecards1.png/http://imageshack.us/photo/my-images/826/weaponsrefrencecards2.png/http://imageshack.us/photo/my-images/24/psychicpowercards1.png/http://imageshack.us/photo/my-images/844/psychicpowercards2.png/http://imageshack.us/photo/my-images/577/psychicpowercards3.png/http://imageshack.us/photo/my-images/829/psychicpowercards4.png/http://imageshack.us/photo/my-images/217/templates3specialpowers.jpg/http://imageshack.us/photo/my-images/853/templates4specialpowers.jpg/http://imageshack.us/photo/my-images/145/badgesandranks2.png/http://imageshack.us/photo/my-images/13/markersandequipment1.png/http://imageshack.us/photo/my-images/843/markersandequipment2.png/http://imageshack.us/photo/my-images/801/commanderscaners1.png/http://imageshack.us/photo/my-images/31/commanderscaners2.png/http://imageshack.us/photo/my-images/163/genericequipmentandorde.png/http://imageshack.us/photo/my-images/214/genericequipmentandorde.png/Dark Angels Chapter Cards Page 1Dark Angels Chapter Cards Page 2Dark Angels Commander Scanner**NOTE The markers and equipment have new counters that I made based on the ones from Space Hulk. They can be used to help the players determine which of their marines has fired or attacked with each of their weapons, and theres also counters and wound tokens for my new wound chart for the Apothacary. Theres also a few "data cards" I made using each of the chapters colors that I use. These can be used on missions where you are sent in to collect data from a computer inside a hulk.
TEMPLATES
Heres some templates that I use for ground combat using the heavy weapons. See my weapons reference chart to determine which is needed for each weapon.
http://imageshack.us/photo/my-images/266/templates1.png/http://imageshack.us/photo/my-images/685/templates2.png/Banners I put together to use for each Chapter Their not made by me, I only edited them to make them clearer or printable to be folded over on a flag pole.
http://imageshack.us/photo/my-images/844/imperialfistsbanners.png/http://imageshack.us/photo/my-images/803/ultramarinesbanners.png/http://imageshack.us/photo/my-images/259/bloodangelsbanners.jpg/http://imageshack.us/photo/my-images/846/spacewolvesbanners.jpg/http://imageshack.us/photo/my-images/9/LibrarianBooksVetRewardsAndBannersp.png/SPECIAL RULES:
There are certain conditions where unique rules should be applied, such as a scout hiding in the shadows, or a space marine hiding in a building waiting for the right time to strike a tank that is passing by. Here is where you can find these rules.
Taking Cover. This basically means your guy is hid behind something. We have four classes of cover: Fortified being the best, Dug in being next best, Partially Hidden, and Light Cover. When being shot at this gives you a slight advantage over being out in the open. When hits are rolled, for Fortified subtract 3 points from the total, From Dig in subtract 2, and for Partially Hidden subtract 1. Human sized creatures do not get any benefit from Light Cover. Except for Lictors. Monstrous Creatures like Carnifexes and Tyranid Warriors do not gain any benefit from cover unless the cover is actually big enough to hid them and they do not tower above it, which is not usually the case. Keep in mind you still need a line of sight on the target to fire at it. If the Monster is hiding behind a building for example you couldn't shoot at it at all. Fortified cover is buildings, bunkers, and pillboxes. This includes anything where there is a small window which you can be shot at through and is solid with a roof. Dug in is basically hiding in trenches, behind rubble ruined walls/buildings and open topped gun pits. Partially behind is behind crates/barrels pipes/logs/trees/jungle/woods, smoke and anything not designed to provide good cover. Light Cover is bushes, tall grass, brambles, and any rocks or anything that is shorter then the waist of the unit attempting to hide in it. Demolisher Cannons, Auto-cannons, Missile Launchers, Grenades, and Las-Cannons or any blast type weapon may attempt to destroy a building if they target it. A building that is not a heavy fort such as a clay and mud building has an Armor Value of 4. Fortifications like pillboxes and bunkers have an AV of 5. If a building is destroyed and there are units inside, for EACH, unit inside roll a heavy dice and a light dice for damage. For every level up they are add a +1 to the damage received. For this damage they do not get the benefit of being in cover since the cover has been destroyed. One level or floor is about 2" up, so if a unit is on the third floor they would receive +2 damage to the dice roll if the building is destroyed. Any unit that is attacked in Hand-to-Hand combat does NOT gain any bonus from hiding in cover. Cover only applies to units that are fired at using ranged weapons. This includes Extra Small Units, and Lictors.
Extra Small Units, such as Ripper Swarms and Servo-skulls get an extra +1 bonus to each category of cover and are also hidden in Light Cover. Their category are Light cover -1, Partially Hidden -2, Dug in -3, and Fortified -4. NOTE: This is the bonus these two units get and do not get an Extra +1 bonus for also being scouts while in cover.
Lictors are the stuff of nightmares. Even though they are huge monsters they can hide anywhere due to their color changing scales. That makes it extremely difficult to hit one even in the open. Any attack made against a Lictor that is not Hand-to-hand combat receives -2 to the damage rolled, NOT including any terrain bonuses it should receive. Their cover bonuses for when they are not in Melee combat are: Open Ground -2, Light cover -3, Partially Hidden -4, Dug in -5, and Fortified -6. Although they follow the scout rules as well, when considering cover use this profile.
Difficult terrain. Any obstetrical that gets in your way and slows you down is considered difficult terrain. This includes marshes, brambles, jungles, rivers and streams, fences, and rubble. When entering difficult terrain, divide the remaining Movement Allowance by half. Any distance moved within the difficult terrain must use 2 movement per inch. Basically this means it takes twice as much effort to move through it as it does through normal terrain. Some Cover still can be considered difficult terrain such as jungle, rubble and ruined buildings if you choose to enter it or cross over it instead of going around. It also applies to ladders and stairs for changing floors on multistory buildings. If you want to get to the top of something, and you do not have enough MA to get there, write down how far up your model should be, and place it at the bottom of the stairs. Any unit that tries to go into hand-to-hand combat with this unit should also need to climb the stairs. NOTE: Anything that touches the ground except for all Tyranid Creatures, and moves that tries to cross the difficult terrain suffers this penalty including walkers, and tanks, but flying, and jump pack units do not. Tyranid creatures are super agile and bound, leap, and claw their way with ease. Scouts are also not effected by terrain.
Scout. Scouts are skilled warriors and masters of the terrain. Except for Extra Small creatures and Lictors, when a scout moves into cover, they get an extra +1 Bonus while being in cover. So when an attack is made on a unit that is hidden in cover the roll gets the following subtracted from the rolls: Partially Hidden -2, Dugin -3, and Fortified -4. Scouts also are not effected by Difficult Terrain. They are deleterious enough and athletic enough to run or swim through such places with great ease and are not slowed down by heavy armor. A scout unit can choose to dig himself in and hide in cover to set up ambushes. To do this the scout must not preform any actions during his turn. When they want to hide, once per turn roll a D6. On the roll of a 5 or a 6 they are considered hidden. If the scout has camo netting equipped, to hide all they have to roll is a 4 or higher. Units that are hidden may not be targeted for any attacks since you can not see them. The only exception to this is IF they are near a unit that is NOT hid, and the unhidden unit is targeted with a Demolisher cannon blast and they are within the blast zone and would normally receive damage. The hidden units remain hid until they preform any action, or are revealed by a hunter unit such as any unit with a bionic eye, or the space wolves winter wolf, when they are searching for hidden objects. Snipers who have camo netting equipped have the unique ability to remain hidden while they shoot. To see if you are still hidden after you have shot, preform the hide action and roll a D6. On the roll of 4 or higher you are considered hidden still. If it is 3 or lower the enemy units have detected the sniper and may fire at him on their turn. On your next turn you may again attempt to hide but only if you do not shoot, or move.
Except for Winter Wolves, all other Scouts are skilled enough in programing to hack into the programs that control doors on Space Hulks they may do this by rolling a D6 once per turn. On the roll of a 5 or a 6, they may shut and lock a door, or open a door that was locked. Once they are inside a room they may shut and lock the door and they are considered hidden. They do NOT need to re-roll to unlock the door. Once they control a door they have complete control of that door until the end of the mission or it is destroyed. Keep in mind however a locked door can still be blasted with psychic energy, or destroyed with a proper hit. This would again reveal the scout hidden within. Any unit who had a clear field of vision at the scout when he entered the room and closed the door would have known he was in that room and may choose to do just that.
Winter Wolves can not control any door of any kind. The doors must be opened with someone with actual hands, or servo-claws.
Hunter Rules. Hunters are used to find hidden obstacles. Any unit with a Bionic eye, may use this skill including Apothacaries. Once per turn roll a D6. On the roll of 5 or 6 any hidden mines, traps or scouts within 6 inches or squares of the hunter will be revealed. Lictors have this ability and need to only roll a 4 or higher.
WOUND CHART
Use this chart to determine a Marines injury during missions that an Apothacary acompanys the squad. On missions where he does not go with the squad, all injurys are fatal. Only the skilled advanced medical practices of the Apothacary can save the Marines in time. Using the healing ability counts as a shooting action, however movement is still acceptable. The Apothacary can only heal one wound on commanders, and can not repair his personal shield. If any Marine suffers two Severe wounds during a mission it becomes a Critical Wound. Any Marines who survive the mission, and those who have been taken back to the Docking Shuttle or Drop Pod who suffer from Critical Wounds can be used again in the next mission as fully healed Marines. The medical experts can repair damaged tissue or severed limbs with Bionics and have them fully combat ready before the next assignment. The Apothacary has two whole turns to attempt to get to an injured Marine. He can either attempt to treat the Marine there by rolling the D20 and applying the result, or Move the Marine to a safer location to treat the Marine. Once the Apothacary has arrived at the injured Marine, he must apply the treatment with in the next 2 turns or the Marine will die. For example, the Marine is injured, the Apothacary uses the action part of the first turn healing another previously injured Marine, then uses the movement action to move in the direction of the newly injured Marine, but does not quite make it there. On his next turn he gets to the Marine with a few moves left, and moves him further away from the battle. Note picking up the injured Marine to move him does not count as an action so it does not end his movement phase. On the next turn he again moves the Marine, and once more on the final turn, and then finally applies the treatment. a 16 is rolled. Its a good thing hes far enough away from combat, the Marine has been nearly crippled by the attack. The Marine suffered a Severe leg wound and can only move a quarter of his normal movement allowance. He is a heavy weapons Marine that moves only 4 spaces, This means he can now only move 1 per turn! The injured Marine decides to limp on back to the shuttle to live to fight another day since hes already close by. If an injury requires more then one turn to properly heal, the turn which the Apothacary applied the treatment counts as the first turn to the healing process. The treated Marine may then preform any actions he is still able to preform on that turn. Any marine may move an disabled marine that is conscious but incapable of movement, or unconscious, or Injured but not treated yet by the Apothacary.
Wound chart
# rolled - Resulting injury/# of turns the injury lasts for/The penality that is a result of the injury
1- superficial wound / 1 / No lasting effect
2 - light wound - left arm / 2 / -1 to hit weap in that hand
3 - light wound - right arm / 2 / -1 to hit weap in that hand
4 - Light wound - Left Leg / 2 / Can only move 3/4s of their MA
5 - Light Wound - Right Leg / 2 / Can only move 3/4s of their MA
6 - Light Wound - Body / 2 / Can only preform one action either move or shoot
7 - Light Wound - Head / 3 / -1 to hit when attack, 3/4 of their MA, only one action
8 - Modarate Wound - Left Arm / 3 / -2 to hit with weapon in that hand
9 - Modarate Wound - Right Arm / 3 / -2 to hit with weapon in that hand
10 - Modarate Wound - Left Leg / 3 / 1/2 MA
11 - Modarate Wound - Right Leg / 3 / 1/2 MA
12 - Modarate Wound - Body / 4 / 1/2 MA -2 to hit
13 - Modarate Wound - Head / 4 / 1/2 MA -2 to hit, and can only preform one action p/turn
14 - Severe Wound - Left Arm / till end / May not use that arm. (if two handed weap equipt must use Bolter pistol or combat knife)
15 - Severe Wound - Right Arm / till end / May not use that arm. (if two handed weap equipt must use Bolter pistol or combat knife)
16 - Severe Wound - Left Leg / till end / Use 1/4 MA
17 - Severe Wound - Right Leg / till end / Use 1/4 MA
18 - Critical Wound - Body / N/A / Unit conscious but incapable of movement or Weapons use Should be moved to escape shuttle
19 - Critical Wound - Head / N/A / Unit unconscious, and should be moved to the nearest escape shuttle.
20 - Dead / N/A / Remove as casualty
***NOTE the wound chart came from a very old version of warhammer 40k using an old issue of white dwarf and a few other ideas from myself.