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Close Assault!
Any of your Marines armed with Bolters may fire them AND attack in
hand-to-hand combat this turn.Discard this card after use.
BLOOD ANGELS l ORDER
Move It!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing.
Discard this card after use.
BLOOD ANGELS l ORDER
Fire!
Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card
after use.
BLOOD ANGELS l ORDER
Photon Grenades!
Any Alien miniatures you attack in hand-to-hand combat this
turn must roll one die less (the strongest one) than normal. Discard this card after use.
BLOOD ANGELS l ORDER
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
BLOOD ANGELS l EQUIPMENT
Bionic Arm
Your Commander may re-roll one die whenever attacking in hand-to-hand combat, to try to improve his score.
Remains in use for the entire mission.
BLOOD ANGELS l EQUIPMENT
Bolt Pistols
All your Marines armed with Bolters are also carrying Bolt Pistols and
may roll one extra light weapons die in hand-to-hand combat. Remains in
use for the entire mission.
BLOOD ANGELS l EQUIPMENT
Force Field
Your Commander is wearing a force field generator which increases his armour value to 3. Remains in use
for the entire mission.
BLOOD ANGELS l EQUIPMENT
Close Assault Blades
All your Marines with Bolters may attack diagonally in hand-to-hand
combat. Opponents roll one die less (the strongest one) than normal in hand-to-hand combat against them.
Remains in use for the entire mission.
BLOOD ANGELS l EQUIPMENT
Design by Mikael Brodu, based on Space Crusade components and rules (©MB 1991) - Version 2.0
Melta Bomb
Any one of your Marine miniatures may roll two extra heavy weapons
dice in a hand-to-hand combat attack. Discard this card after use.
BLOOD ANGELS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
BLOOD ANGELS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
BLOOD ANGELS l EQUIPMENT
By Section!
Each of your Marine miniatures may EITHER move twice OR fire twice.
They may not move AND fire.Discard this card after use.
IMPERIAL FISTS l ORDER
Heavy Weapon!
One of your heavy weapon Marines may move twice and fire twice. This
may be done in any order.Discard this card after use.
IMPERIAL FISTS l ORDER
Fire!
Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card
after use.
IMPERIAL FISTS l ORDER
Move It!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing.
Discard this card after use.
IMPERIAL FISTS l ORDER
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
IMPERIAL FISTS l EQUIPMENT
Bionic Eye
Your Commander miniature may re-roll one die whenever he fires,
to try to improve his score.Remains in use for the entire
mission.
IMPERIAL FISTS l EQUIPMENT
Bolt Pistols
All your Marines armed with Bolters are also carrying Bolt Pistols and
may roll one extra light weapons die in hand-to-hand combat. Remains in
use for the entire mission.
IMPERIAL FISTS l EQUIPMENT
Melta Bomb
Any one of your Marine miniatures may roll two extra heavy weapons
dice in a hand-to-hand combat attack. Discard this card after use.
IMPERIAL FISTS l EQUIPMENT
Combi-Weapon
To use this card your Commander miniature must have the Heavy
Bolter. He may then fire the Heavy Bolter normally OR as if it were a
Plasma Gun. Remains in use for the entire mission.
IMPERIAL FISTS l EQUIPMENT
Suspensors
All your Marines with heavy weapons may move as though they have Bolters. Remains in use for the
entire mission.
IMPERIAL FISTS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
IMPERIAL FISTS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
IMPERIAL FISTS l EQUIPMENT
Close Assault!
Any of your Marines armed with Bolters may fire them AND attack in
hand-to-hand combat this turn.Discard this card after use.
ULTRAMARINES l ORDER
Move It!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing.
Discard this card after use.
ULTRAMARINES l ORDER
Fire!
Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card
after use.
ULTRAMARINES l ORDER
By Section!
Each of your Marine miniatures may EITHER move twice OR fire twice.
They may not move AND fire.Discard this card after use.
ULTRAMARINES l ORDER
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
ULTRAMARINES l EQUIPMENT
Bio-Scanner
At the beginning of each of your turns you may inspect three blip
tokens anywhere on the board to see what they are. Remains in use for the
entire mission.
ULTRAMARINES l EQUIPMENT
Bolt Pistols
All your Marines armed with Bolters are also carrying Bolt Pistols and
may roll one extra light weapons die in hand-to-hand combat. Remains in
use for the entire mission.
ULTRAMARINES l EQUIPMENT
Medi-Kit
The Medi-Kit will restore all your Commander’s life points. It may
not be used if they have just been reduced to zero. Discard this card
after use.
ULTRAMARINES l EQUIPMENT
Digital Weapons
Your Commander may re-roll one die whenever he attacks, either when
firing or in hand-to-hand combat, to try to improve his score. Remains in
use for the entire mission.
ULTRAMARINES l EQUIPMENT
Melta Bomb
Any one of your Marine miniatures may roll two extra heavy weapons
dice in a hand-to-hand combat attack. Discard this card after use.
ULTRAMARINES l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
ULTRAMARINES l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
ULTRAMARINES l EQUIPMENT
Recon!
You may inspect up to 5 blip tokens anywhere on the board to see what they are. You may swap the location of any number of them. Discard this
card after use.
RAVEN GUARD l ORDER
Move It!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing.
Discard this card after use.
RAVEN GUARD l ORDER
By Section!
Each of your Marine miniatures may EITHER move twice OR fire twice.
They may not move AND fire.Discard this card after use.
RAVEN GUARD l ORDER
To Battle!
Each of your Marine miniature may attack in hand-to-hand combat twice.
They may attack, move, and then attack again, OR attack twice before or after moving. Discard this card
after use.
RAVEN GUARD l ORDER
Recon Drone
At the beginning of each of your turns you may reveal one blip token anywhere on the board and replace it by the corresponding miniature.
Remains in use for the entire mission.
RAVEN GUARD l EQUIPMENT
Jump Pack
All your miniatures may move an extra square every turn.
Remains in use for the entire mission.
RAVEN GUARD l EQUIPMENT
Lightning Claws
All your Marines armed with Bolters are equipped with Lightning Claws. They roll two heavy weapons dice in hand-to-hand
combat, instead of two light weapons dice, but they can not fire. Remains in use
for the entire mission.
RAVEN GUARD l EQUIPMENT
Ghost Suit
Your Commander may always move through squares occupied by enemy miniatures, as long as he can finish
his move on an empty square. Remains in use for the entire mission.
RAVEN GUARD l EQUIPMENT
Melta Bomb
Any one of your Marine miniatures may roll two extra heavy weapons
dice in a hand-to-hand combat attack. Discard this card after use.
RAVEN GUARD l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
RAVEN GUARD l EQUIPMENT
By Sections!
Each of your Marine miniatures may EITHER move twice OR fire twice.
They may not move AND fire.Discard this card after use.
SALAMANDERS l ORDER
Move it!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing. Discard this
card after use.
SALAMANDERS l ORDER
Fire!
Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card
after use.
SALAMANDERS l ORDER
Flamethrowers!
All your Marine miniatures who fire this turn roll an extra heavy weapons
die if the target is no farther than 6 squares away. Discard this card
after use.
SALAMANDERS l ORDER
Remote Lock
At the beginning of each of your turns you may lock one door anywhere on the board (if it is open, close it). That door will remain locked until the beginning of your next turn, or until
a Marine player opens it. You may not lock the same door two turns in a row. Remains in use
for the entire mission.
SALAMANDERS l EQUIPMENT
Terminator Armour
All your Marines with heavy weapons may move 5 squares instead of 4. Also, if they lose in hand-to-hand
combat, the damage they recieve is reduced by 1. Remains in use for the
entire mission.
SALAMANDERS l EQUIPMENT
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
RAVEN GUARD l EQUIPMENT
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
RAVEN GUARD l EQUIPMENT
Control Override
Your Commander takes control of any one Android or Dreadnought he
can see until the end of your turn. The Commander may not move or attack this turn, but you may do so with the
controlled miniature. Discard this card after use.
SALAMANDERS l EQUIPMENT
Blind Grenades
Play this card at the end of your turn. The Alien player may not attack
any of your miniatures on his next turn. Discard this card after use.
SALAMANDERS l EQUIPMENT
Incendiary Bomb
Instead of firing this turn, any one of your Marine miniatures can throw an Incendiary Bomb as if firing with the Missile Launcher.
After damage is resolved, place a Fire Marker on each empty square in the area of effect. Until the beginning of your next turn, Fire Markers block movement and line of sight.
Discard this card after use.
SALAMANDERS l EQUIPMENT
Bolt Pistols
All your Marines armed with Bolters are also carrying Bolt Pistols and
may roll one extra light weapons die in hand-to-hand combat. Remains in
use for the entire mission.
SALAMANDERS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
SALAMANDERS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
SALAMANDERS l EQUIPMENT
Psy Focus!
You may play two Psy Power cards this turn. Discard this
card after use.
GREY KNIGHTS l ORDER
Move It!
Each of your Marine miniatures may move twice. They may move, fire,
and then move again, OR move twice before or after firing.
Discard this card after use.
GREY KNIGHTS l ORDER
Fire!
Each of your Marine miniatures may fire twice. They may fire, move, and then fire again, OR fire twice before or after moving. Discard this card
after use.
GREY KNIGHTS l ORDER
By Section!
Each of your Marine miniatures may EITHER move twice OR fire twice.
They may not move AND fire.Discard this card after use.
GREY KNIGHTS l ORDER
Combat Psyker
Your Commander is a Psyker and can use Psy Powers. When you pick
this card during the setup of the game, take two Combat Psy Power cards. Discard this card after use.
GREY KNIGHTS l EQUIPMENT
Aegis Suit
To use this card your Commander must have the Bolt Pistol and Power
Axe. His base move is 4, but his armour value is 3. He loses one life less when
he is defeated in hand-to-hand combat. Remains in use for the entire mission.
GREY KNIGHTS l EQUIPMENT
Control Psyker
Your Commander is a Psyker and can use Psy Powers. When you pick
this card during the setup of the game, take two Control Psy Power cards. Discard this card after use.
GREY KNIGHTS l EQUIPMENT
Bolt Pistols
All your Marines armed with Bolters are also carrying Bolt Pistols and
may roll one extra light weapons die in hand-to-hand combat. Remains in
use for the entire mission.
GREY KNIGHTS l EQUIPMENT
Kinesis Psyker
Your Commander is a Psyker and can use Psy Powers. When you pick
this card during the setup of the game, take two Kinesis Psy Power cards. Discard this card after use.
GREY KNIGHTS l EQUIPMENT
Melta Bomb
Any one of your Marine miniatures may roll two extra heavy weapons
dice in a hand-to-hand combat attack. Discard this card after use.
GREY KNIGHTS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
GREY KNIGHTS l EQUIPMENT
Targeter
Mark one of the four weapon boxes on your Scanner. Any of your
Marines who use this weapon may re-roll one die after firing, to try to improve the score. Remains in use
for the entire mission.
GREY KNIGHTS l EQUIPMENT
Psionic Blast
Range: 8 squares.Your Commander may not move or attack this turn. Select an area of effect, within range, as if you were
firing with the Missile Launcher. Roll two heavy weapons dice against
each miniatures in the area of effect, with the exception of Androids and Dreadnoughts which are immune to this Psy Power. Discard this card
after use.
PSY POWER l COMBAT
Psy Armour
Range: Your Commander.Your Commander’s armour value is increased by 1 and he loses one life less when he is defeated in hand-
to-hand combat until the beginning of your next turn. Discard this card
after use.
PSY POWER l COMBAT
Fiery Aura
Range: Your Commander.Your Commander may not attack this turn. After your Commander
has finished his move for the turn, roll two heavy weapons dice against
each miniatures in the 8 squares surrounding him. Discard this card
after use.
PSY POWER l COMBAT
Jinx
Range: 6 squares.Your Commander may not attack
this turn. After your Commander has finished his move for the turn, select
up to 3 Androids within range, OR one Dreadnought within range. These miniatures are disabled until the end of the Alien player’s next turn. They may not move or attack, and roll one less heavy weapons die if attacked in hand-to-hand combat. Discard this
card after use.
PSY POWER l COMBAT
Mind Grip
Range: 6 squares.Your Commander may not move or attack this turn. Select one Alien miniatures, which may not be an Android or a Dreadnought. Take
control of this miniature until the end of your turn. You may move and
attack with it as if it were one of your own. Discard this card after use.
PSY POWER l CONTROL
Bio Control
Range: Your Commander.Your Commander gains 3 lives (this
may not grant him more than 6 lives). Discard this card after use.
PSY POWER l CONTROL
Clairvoyance
Range: 1 room.Select one room anywhere on the
board (corridors do not count as a room). The Alien player must reveal all blips in this room and place the corresponding miniatures on the
board. Discard this card after use.
PSY POWER l CONTROL
Divination
Range: None.You may play this card immediately after the Alien player has revealed an Alien Event card. This Event card is discarded with no effect. You will not be able to play a Psy Power card on your next turn. Discard this card
after use.
PSY POWER l CONTROL
Purge the Vermin
Range: 5 squares.Your Commander may not attack this turn. After your Commander
has finished his move for the turn, roll 1 heavy weapons die against all
the Gretchins and Orks within range that he can see. Hidden Gretchins or Orks that become visible after the destruction of another miniature are also targeted as long as they
are within range. Discard this card after use.
PSY POWER l COMBAT
Psychic Ram
Range: 5 squares.Your Commander may not attack
this turn. After your Commander has finished his move for the turn, destroy
any one closed door in range. Roll a number of heavy weapons dice against
miniatures on the squares on the opposite side as shown on the diagram below. Against Dreadnoughts, roll only once the highest number applicable.
Discard this card after use.
PSY POWER l KINESIS
Open Portal
Range: 1 square.Place a portal token on a square next
to your Commander. Then, during a subsequent turn, place a second
portal token in the same way. As long as two portals are open and on the same board section, any miniature (except Dreadnoughts) can move
from one to the other as if the two squares were adjacent. You may
permanently close the portals at the end of any of your turns. Discard this
card after use.
PSY POWER l KINESIS
Burst of Speed
Range: 1 square.Your Commander may not attack
this turn. After your Commander has finished his move for the turn, select any one of your Marine miniatures on
an adjacent square. This miniature may perform any or all of the
following actions, in any order: fire, fire again, attack in hand-to-hand combat, move, and move again.
Discard this card after use.
PSY POWER l KINESIS
Portal markers Fire markers
Confusion
Range: 5 squares.Your Commander may not attack this turn. During the Alien player’s next turn, all the Gretchins miniatures
within range will not move (even those that the Commander can not see). They will be forced to fire, and you choose their target instead of the
Alien player. They may target other Alien miniatures, including themselves. The Alien player still decides in which order his miniatures act. Discard this
card after use.
PSY POWER l CONTROL
Barricade
Range: 5 Squares.Place an unused door on the board, on the lines between squares (this may be used to effectively close
an open door). This door acts in all ways as a wall, and even if placed in a doorway, it can not be opened by anyone. Remove it from the board at the beginning of your next turn.
Discard this card after use.
PSY POWER l KINESIS
Teleport
Range: Your Commander.Before or after your Commander’s move for the turn, you may teleport him to any other square visible from his starting location and that is no farther than 10 squares away. For
the purpose of this Psy Power, only walls and doors block the line of
sight. Discard this card after use.
PSY POWER l KINESIS
Psy Power cards: play exactly like any other card (play at the beginning of the turn, only one card per turn. Thus, players cannot play both a standard order/equipment card and a psy power card on the same turn. Important difference: if their Commander (who is the Psyker) is killed,
players may no longer use psy powers. Range is always determined from the Commander’s miniature.
Alien Elite
You may pick any one Alien miniature on the board. That miniature may then be used
twice this turn.
Alien Task Force
Mix up the unused Reinforcement tokens and then pick two at random to add to your Reinforcement pool.
Android Fault
You may not move or fire any of the Androids or Dreadnoughts this turn,
due to a control malfunction.
CommunicationsMalfunction
Choose one of the Marine players, who may not use any Order cards
on his next turn.
Booby Trap
A Marine steps onto a defence charge. Pick any one Marine
miniature, not a Commander, and make a Missile Launcher attack on
that square.
Battle Plan
Each Marine player may pick one extra Order card.
Automated Defences
You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die
for this attack.
Alien Teleporter
You may swap over any two Alien miniatures on the board.
Automated Defences
You may shoot at any one Marine or Commander miniature on a corridor square. Roll one heavy weapons die
for this attack.
Pick one Equipment card owned by any one Marine player. That
Equipment card is then discarded due to a malfunction.
EquipmentMalfunction
Mechanical Assault
All the Androids and Dreadnoughts may move up to twice their normal
move this turn as well as attack.
Master Control
You may open or close as many doors on the board as you wish.
Lure of Chaos
Choose one Marine miniature, not a Commander, and roll one
heavy weapons die. If you roll a 3, replace the figure with a Chaos
Space Marine if available, if possible with the same weapon.
Gretchin Bomber
Choose one Gretchin who throws a frag grenade, instead of firing.
Treat this attack as an attack with a Missile Launcher.
Genestealer
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and
move as normal this turn.
Genestealer
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and
move as normal this turn.
Genestealer
Place a Genestealer next to any Marine or Commander miniature. The Genestealer may attack and
move as normal this turn.
Frenzy!
Any one Gretchin or Ork may attack twice in hand-to-hand combat this
turn.
Suicide Android
Any one Android may self-destruct after moving. If you choose to do so, roll two heavy weapons dice. Each miniature
adjacent to the exploding Android is attacked with the total of the two
dice. Remove the destroyed Android.
Report In
Play on one of the Marine players. That player may not move or attack with his Commander miniature on
his next turn, as he must report in.
Re-Deploy
You may place up to three Blip tokens onto a board that has
been scanned. These tokens may be taken from elsewhere on the board. The normal rules apply as to where
these tokens may be placed.
Psychic Attack
The Mothership channels a psychic attack onto the Alien vessel. The
Gretchin and the Orks are affected and may not move or fire that turn.
Out of Ammo
Choose any one Marine miniature armed with a heavy
weapon. That miniature’s weapon must be replaced with a Bolter. If there is no Bolter he may only attack in hand-to-hand combat.
Ork Mekaniak
An Ork Mekaniak uses an experimental weapon. Any one Ork
miniature may fire as though he has a Plasma Gun. The weapon, however,
blows up after firing, destroying the Ork.
New Orders
Choose one of the Marine players, who then may pick one extra Order
card.
Mothership Scan
Choose one of the Marine players, who then picks one of the boards. All Blip tokens on this board must then
be revealed.
Read out the text shown in the Mission of Secondary Mission.
MothershipCommunication
Blood Rage
All Gretchin and Orks miniatures roll an extra light weapons die when
attacking this turn.
Reinforced Armour
ALIEN GUILE
Force a Marine player to reroll all dice of a roll made against an Android, a Dreadnought, a Chaos Marine, or a Chaos Commander.
Discard this card after use.
Tough Hide
ALIEN GUILE
Force a Marine player to reroll all dice of a roll made against a
Gretchin, an Ork, or a Genestealer. Discard this card after use.
Gretchin Pack
ALIEN GUILE
When you place a Gretchin miniature on the board after revealing the
corresponding blip token, place up to two more on adjacent squares.
Discard this card after use.
Alien Brawler
ALIEN GUILE
Reroll all the dice of any one roll an Alien miniature just made when fighting in hand-to-hand combat, to try to improve its score. Discard
this card after use.
Alien Brawler
ALIEN GUILE
Reroll all the dice of any one roll an Alien miniature just made when fighting in hand-to-hand combat, to try to improve its score. Discard
this card after use.
Alien Sharpshooter
ALIEN GUILE
Reroll all the dice of any one roll an Alien miniature just made when firing, to try to improve its score.
Discard this card after use.
Alien Sharpshooter
ALIEN GUILE
Reroll all the dice of any one roll an Alien miniature just made when firing, to try to improve its score.
Discard this card after use.
Weapons Jammed
Choose one of the Marine players. That player’s miniature may not fire any heavy weapons on his next turn.
Alien Guile cards: when this Event is revealed, the Alien player keeps the card and draws a second Alien Event card, unless it is already the second card of his turn. He can keep them for as many turns as he likes, and use it at any time that is appropriate, and discard it afterwards.