SPACE CRUSADE - Imperium Battles

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(A ‘Space Crusade’ Variant)

[Version 08/02]

As used by General Freyberg’s Battle Group:






Outline of the Gam



Important Note
: These Rules



Starting the Game, Order of Play



Reinforcements, Completing the Mission/Game



Campaign Games


Figures Rules



Each Player’s Turn, Movement



Picking Up Items or Other Figures




, Firing Ranged Weapons



Line of Sight, Overwatch/Covering Fire



Heavy Weapons



Mobile Heavy Weapons



The Tarantula






Hand Combat


Artillery and Fixed Gun Emplacements


Interacting with the Environment/Terrain



Opening Doors, Bulkheads, Using Blips



Bridges, Miscellaneous Terrain, Buildings



Defensive Positions, Underground Scenarios, Caves



Swamps and Jungles





/Predators, Heavy Tanks



Transport Shuttles/Aerial Gunships/Assault Ships/Dethkoptas



Ork Warbikes/Marine Landspeeders/Eldar Jetbikes/Bikes



Ork Warbuggies and Wartraks




Space Marine Terminators (including Librarians)


Space Marine Scouts


Space Orks






‘Starship Troopers’ Arachnids


Rules Versions





Outline of the Game

‘Imperium Battles’ is a hex

or squ
based game of small
unit skirmishes and
battles, using simplified miniatures rules, modified from the Milton Bradley/Games
Workshop ‘Space Crusade’ boardgame. Although derived (like Space Crusade) from
Games Workshop’s futuristic Warhammer 40,000 univ
erse, it can accommodate

or as well

25mm miniatures from a variety of other sci
fi gaming
universes, including Mutant Chronicles, Legions of Steel, Leading Edge’s Aliens,
2000AD/Judge Dredd, and other environments from sci
fi fiction such as St
Troopers, Hammer’s Slammers, the Fifth Foreign Legion and so on. The games are
primarily for 2 to 6 players, but solo play is also possible (and can be assisted by play
aids such as Alien Encounter cards).

If Space Crusade
type scenarios (with a G
rest slant) are to be
used, one player must control the aliens, while the others control the three
Commanders and their Space Marines. [This can be particularly suitable where some
players are relative newcomers to the game.] If Elda
r are also to be used, for 5 to play,
the ‘Eldar Attack’ expansion rules from Space Crusade would be utilised (subject to
amendments applicable by virtue of these rules). If the ‘Gamemaster’ approach is not
desired (ie, particularly where equality of effo
rt on the part of players is desired), in
games with an even number of players, half will play on each side, and will select
standard squads

or squads/armies balanced by way of points costs or some other
agreed equalisation basis. Alternatively, one pla
yer (or more) may play one side (with
a larger number of figures) while the remaining players play the other side

controlling different squads or components within it.

Each game is a mission, the objectives of which are outlined at the commenc
ement of
the game. There may be mission objectives for each side, or one side may have an
objective and the other side’s mission is to prevent that being attained

In non
points scenarios, the completion (or not) of the mission objectives will
determine wh
o wins and by what degree. [In most games, the degrees of success or
failure should be outlined at the beginning]. In Space Crusade
type scenarios, players
score points for eliminating their opponents, and the player who scores most points
wins the game.

In games where there is limited ‘fog of war’, Blip tokens will be used to indicate the
location and movement of detected but unidentifed lifeforms. There are also rules for
sight, fire ranges, terrain effects and the like, and these are particu
important for external environment games.


Important Note: These Rules

These rules have been deliberately built up starting from the Milton Bradley ‘Space
Crusade’ Rules, the official expansion sets’ Rules, and additional rules published in
GW’s Wh
ite Dwarf magazine.

Every attempt has been made to retain the simplicity of the ‘Space Crusade’ game as
far as possible. However, these rules bravely (?) attempt to cover games on the Space
Crusade boards, bigger interior games, games in alien environm
ents, and full table
exterior battles.

These origins (and purposes) mean that these rules will often begin by covering
smaller/specific ‘Space Crusade’ features first before adding bigger
game details,
frequently give alternative details or statisti
cs (particularly regarding the use of
squares or hexes!), and sometimes seem a strangely worded

compared to what would
be expected if the rules had been written anew from the start.

Apologies for this

but these rules are not written or presented as
a professional
gaming system. They are really just a way for us to enjoy

games more, and are an
changing and expanding (hopefully, continually improving …) work
of what we’ve tried, what we thought worked and what didn’t work. In man
y areas,
they are still not great because we haven’t got it “right” yet. But if they can be
interesting, useful or enjoyable for

players too, that would be great

posting them on the Website.

Anomalies, omissions and weird bits in the rule
s are being progressively fixed when
we find them (let us know if you find any …!), and updates/enhancements are posted
from time to time. But if you find them too simplistic, too complex, or just frustrating
or incomprehensible, give them a miss. We’re
just having fun here …

[The Rules version number is noted on the Website and the front page of these rules,
and the changes are summarised each time at the end of the Rules.]


Starting the Game

The board sections (with docking boards) or table would nor
mally be set up prior to
play. In the case of tabletop play, whether the other players would see the terrain
and/or opposing dispositions prior to selecting squads, weapons, equipment etc may
depend on the nature of the mission or scenario.

At the begi
nning of each game the hosting player(s) should read out the Mission
details. This may be a created mission or one from the Space Crusade Mission
Manual, one of the official MB expansions, or other sources (eg, ‘White Dwarf’). The
specific Objectives or
Victory Conditions, and any special rules for this scenario, must
be outlined. Any time or other limitations must be explicitly stated, and the
opportunity given for any questions and clarifications.

Then the players must sort out the cards, weapons and
tokens that are to be used.

Players must choose from the miniatures, weapons and (if applicable) Equipment and
Order cards they are allowed by their race/side/troop type and the scenario, and
familiarise themselves with all related movement, combat and ar
mour factors and
rules relevant to their selections. If Order and Equipment Cards are being used, each
player must (unless the particular game differs) pick four of the eight cards marked
Equipment and one of the four marked Order cards. There are Order
and Equipment
cards for 4 Space Marine Chapters (Ultramarines, Blood Angels, Imperial Fists and
Dark Angels), Eldar, and Space Orks.

If a Space Crusade
type mission for points is being played, the Marine players will
need to set their Scanners by moving t
he Commander’s Life Point marker to 3 (not 6)
and the points track marker to zero, and insert any Targeter pins that relate to
Equipment Cards chosen.

If Alien Event or Alien Encounter cards are to be used, they must be shuffled and
made ready for play.

If Blip Tokens are to be used (to simulate fog
war), the relevant player sorts out the
Blip Tokens necessary for the mission to be played. These should be placed within
reach but not visible to the opposing players.

If Reinforcement Tokens are to be u
sed, the relevant player(s) must sort those
Reinforcement Tokens they are allowed for the mission to be played. These should be
placed within reach, but (unless the scenario requires otherwise) not visible to the
opposing players.

Order of Play

Each pla
yer moves in turn, with an order of play agreed at the outset. In Space
type board games, play starts with the Marine player to the left of the Alien
player and then proceeds clockwise.



In some games/scenarios, one or more player
s may start the game with reinforcements
available. These may be determined as to number and/or time, and may or may not
depend on earlier losses or other events taking place.

[Space Crusade provides a number of Reinforcement tokens (which can be used
stated in the mission instructions), and the defending player may play up to 6
Reinforcement tokens at the end of his or her turn. However, if there are no Blip
tokens or alien miniatures on the board the Alien player
use six Reinforcement

or as many as he has available.]

If Reinforcement Tokens are being used, the token is placed face
up to one side when
revealed, and the miniature it represents is then placed onto the board/table in any of
the locations allowed for reinforcement arrivals
. [In the Space Crusade Mission
Manual these squares are shown with an “R” on the mission map.] If the appropriate
miniature is not available then the Reinforcement Token may not be played.
Reinforcements may not, however, be placed on a square or hex t
hat is visible to an
opposing miniature.

Completing the mission/game

The objectives and Victory Conditions will depend entirely on the details of the
particular game, scenario or mission, and these must be made quite clear at the
beginning of the game.
If there is a time limit on the game, it concludes at that time,
and performances and the objectives or Victory Conditions are reviewed to determine
the winner(s).

Where the mission requires the capture or destruction of a supply dump, a side’s
figure mus
t be in an adjacent hex and survive the entire turn there after the turn where
it landed adjacent.

Games for Points

In Space Crusade, if one of the boarding players succeeds in fulfilling the mission he
or she may take the Primary Mission token, which is

worth 30 points. A Marine
player who accomplishes the secondary Mission may take the Secondary Mission
token, which is worth 15 points. Once the mission has been accomplished the
boarding figures must return to their own Docking boards. Any miniature o
n a
Docking board is safe from attack. Defending figures may not move onto a Docking
board. Once a miniature has returned to the Docking board it plays no further part in
the game. It may not fire or move back onto the board. If the boarding figures fa
il to
complete the mission they may still return to their Docking boards to escape. The
defending player, however, then takes the Primary Mission token, and the Secondary
Mission token if the Secondary Mission was read out but not accomplished. The
ding player may then add these points to his/her total.

Once all the surviving boarding miniatures have returned to their Docking boards the
game ends. The game ends

if the last Alien Event Card is drawn.


Then the boarding players have one

last turn each, to try to save as many of their
figures as they can. Any boarding figures left on the board after this last turn are
assumed to be eliminated. Each player counts up the number of points he/she has
scored. The boarding players score poin
ts for tokens collected, and lose points for any
of their miniatures eliminated. [This can be shown on the Points track on the
Scanner.] The defending player scores points for the boarding forces’ miniatures
eliminated, and the player with the highest to
tal wins the game.

Campaign Games

One way to play Space Crusade or Imperium Battles is as a series of games: a
Campaign. A Campaign links some or all of the games that you play together. In the
first game you play in a Campaign you will choose your for
ces as normal, and you
must then play the same role for the rest of the games until one player has won the
Campaign game. The games need not be played all at the same time. You may
choose to play the games over a number of days or even weeks. Successes
or forces
lost will be taken into account in your force (and equipment) allocation in subsequent



Leader figures have 3 Life Points (LP) each, whereas most other figures have 2 life
points. (Wounded figures are represented by wound
ed/life point counters placed
under them). A figure that reaches 0 life points is dead. Medical or restorative aid
can never increase a figure’s total life points beyond its original value.

Each Player’s Turn

During a player’s turn he/she may move and/
or attack with each of their miniatures. A
miniature may move first, then attack, or attack first and then move. If firing a non
heavy weapon (but not for attacking HTH), a miniature may move, fire and move
again (ie, divide its movement allowance betwee
n before and after firing). A figure
cannot move, fire and move again with a heavy weapon (that fires with 2 red dice or
above). [Where the figure that moves, fires and moves again is a Sniper, the Sniper’s
enhanced range and accuracy statistics do not
apply (fires like a normal
trooper/warrior etc)].

A miniature does not have to attack or move. A miniature may not move its
movement allowance twice, or attack twice, unless a card is played that allows the
player to do so. If actions other than moving,

HTH attacking or firing are required to
be done (eg, administering a Medi
kit or resuscitation drug, operating a machine or
console), these will generally substitute for the attacking phase (ie, the figure may
move and do this but not also attack or fire)
. This does not apply to opening or
closing of standard doors (which do not generally cost MPs or count as actions).

The player may also use his/her Equipment Cards (if any) during the course of their
turn. However, if Order Cards are in use, players ma
y only use one Order Card per
turn. The card is played at the beginning of a player’s turn, before moving or
attacking, and then discarded.

If a Space Crusade
type game

or any other game with Alien Event Cards

is being
played, then the relevant play
er takes an Alien Event Card before he or she moves any
miniatures, reads it out, and applies any events or outcomes it specifies.

If reinforcements are being used, these will generally be selected and placed at the end
of the relevant player(s)’ turn, in

accordance with the applicable rules as to number,
type and location.


Movement is dictated by squares or hexes marked out on the game area. In internal
games, squares are either corridor squares or room squares.

Each figure is allocated a Mo
vement Point (MP) allowance, recognising its physical
and other characteristics. Thus, the identity of each miniature and its MP allowance
(rather than a die roll) dictates the maximum number of squares it may move. [For
example, a space marine in power a
rmour may normally move up to 6, whereas the
same marine carrying a heavy weapon

or in heavy terminator armour

will generally


move only up to 4 per turn. The lighter, more nimble Eldar warriors move up to 7,
but with heavy weapons they are limited to

3. Ork boyz move 6, but gretchin rush up
to 8, as do the stealthy and agile Ork Kommandos.] Ork boarboyz can move up to 9
spaces in a turn, and are subject to special accuracy and targeting rules when they fire
while moving (see further below in relati
on to Warbikes, Warbuggies etc).

A miniature may be moved in any direction, horizontal, vertical or diagonal, but only
on to a square or hex that is within the 180° of its facing. Miniatures may change the
direction in which they are facing. A turn of up

to 90° from facing does not count as a
move, nor does it reduce your movement. A turn of greater than 90° from facing will,
however, require 1 MP. With turreted vehicles or emplacements, a turn for facing is
also at a cost of 1 MP.

Figures may move bac
kwards (ie, instead of turning around, or to maintain the
direction of facing), but to do so costs 2 MP per square or hex

A player may always choose to move a miniature less than the maximum distance
allowed, or not at all.

pack” figures may choose

to utilise their “jump” capacity as part of or instead
of moving. For Imperial marines, they may “jump” up to 10 squares/hexes and then
move up to 2 more spaces on landing (firing between if desired). Ork stormboyz, with
their rokkits, may jump up to 12

squares/hexes as movement (subject to surviving a
malfunction roll), but may not move further on landing.

Only one miniature may occupy a square. When moving, you may not finish your
move on an occupied square or hex. Nor may you pass through a square
or hex
occupied by a miniature, vehicle (unless boarding), solid object or other obstruction
(unless climbing a hill or scalable incline)

in such a case you must take another route
or stop. Thus, f
igures cannot move through other figures (unlike in Spac
e Crusade,
but as is true in real life!)

Moving onto new Boards

In a Space Crusade
type game, when a boarding miniature is moved onto one of the
four gameboards for the
first time
, that board must be scanned. The player should
finish moving and/or firin
g the miniature that moved onto the board, then pause
before he/she continues the turn. This will give the Alien player the opportunity to
place out any Blip tokens that he or she wishes on to that board section. Once the
Alien player has placed out any
Blip tokens, the boarding player may continue to
move and/or fire with those miniatures he or she has left to move.

Picking Up Items (such as equipment or artifacts) or Other Figures

Some missions may involve finding and recovering certain pieces of equi
pment or
artifacts. These can either utilise cardboard or 3
dimensional items, or Blips (such as
Equipment tokens that are marked with the word “Equipment” on one side but look
like ordinary Blip tokens when placed face down on the gameboard). When a pla
miniature lands on an item or Equipment token, he or she may place the miniature


over it, announce that it is being picked up, and move the Equipment token
simultaneously with that miniature in due course. Picking a substantial item costs 1
MP. If
that figure is killed, the item or token remains (face up if a token) on the board
where it finished, until another figure picks it up by landing on it.

A strong miniature (space marine, ork, genestealer etc) can also carry another figure
(if it is not to
o large for it to lift). This costs 1 MP to pick up and 1 MP to put down
again. While carrying another miniature, a figure’s MP allowance per turn is halved.
For fighting figures (marines etc), when carrying another figure their HTH statistic is

and if they are carrying a heavy weapon, they cannot fire.


There are two types of attacks

ranged fire (firing) and close assault or hand
(HTH). These are generally resolved with the assistance of special Combat Dice.
e are two different types of Combat Dice: white (light weapons) dice and red
(heavy weapons) dice. The white 6
sided die has sides of 0, 0, 0, 0, 1, and 2
(consequently averaging .5). The red die has sides of 0, 0, 0, 1, 2, and 3 (averaging
1.0). If you

don’t own the ‘Space Crusade’ game or otherwise have such dice, it is
possible to buy blank D6s

if you can obtain reds and whites, simply drill/ink or mark
the sides appropriately. If that’s not an option, they are not difficult to emulate with
y D6 dice. For the white die, take a D6 (ideally, white), and treat the 3, 4, 5
and 6 sides as 0, and for the red die take a D6 (preferably non
white, and ideally, red),
and treat the 4, 5 and 6 sides as 0. [If you really want to, but not particularly
ecommended, you could paint the die white all over and only bring out in black the 1
and 2 sides numbers/dots, and for the red die, paint the die red all over and only bring
out in white (or black) the numbers/dots on the 1, 2 and 3 sides. Or alternativel
y you
could simply ‘fill in’ the colour on the ‘zero’ sides. Whatever approach you take
along these lines, though, if using paint on the dice, it is important not to affect their
rolling and random characteristics, so be sparing and careful with any paint

Firing Ranged Weapons

You may only fire at targets that are visible. Targets are visible if you can trace a
straight line of sight (LOS) to them. For a limited range of tall miniatures (such as the
Chaos Dreadnought) it may be possible to establish L
OS over, rather than through,
other figures, but this will depend on the scenario and players’ agreement.
All ranged
fire weapons have a target hex maximum range

for light weapons this is 7
squares/hexes, for heavy weapons 10 squares/hexes. Snipers (an
d Terminator Assault
Specialists) can fire with accuracy up to 15 squares/hexes away (and qualify for a
Targeter re
roll), provided that they do not move in that turn

their movement action
is used in sighting/preparation. Grenades and frag stikks can be

thrown 4
squares/hexes only, and melta bombs, anti
tank mines etc must be attached from an
adjacent space.

The outcome of a ranged fire attack is determined using Combat Dice. The dice you
must roll will depend upon which weapon you are using. For exam


Light Weapons

Bolter or Bolt Pistol

2 Light Weapons dice

Heavy Bolter

2 Heavy Weapons dice

Heavy Weapons

Assault Cannon

2 Heavy Weapons dice

Plasma Gun

2 Heavy Weapons dice

Missile Launcher

2 Heavy Weapons dice

When firing, roll the

appropriate combat dice and count the numbers you have rolled.
If the total is greater than the Armour Value of your target you will have scored a hit.
The target must then lose one Life Point for
point you rolled over its armour

When a min
iature is eliminated it is removed from the board/table, unless particular
rules for that game/scenario dictate otherwise.

Having rolled the combat dice, some cards allow you to re
roll a die. In such a case,
you do not have to re
roll a die, but if you
do the new roll must be used.

Line of Sight

Line of sight between any two miniatures is found by tracing a straight line from the
centre of one square or hex to the other. If the line passes through a square or hex
containing another miniature, a closed

door or a wall, the line of sight is blocked. [An
exception exists for certain tall figures, such as the Chaos Dreadnought, where it can
be possible (where this suits the scenario and the players agree) to trace LOS over
intervening figures, provided tha
t there is at least one square or hex (space) between
those figures and the target.] Line of sight may not be traced between two miniatures
that are diagonally or otherwise adjacent. [Miniatures only block the line of sight for
the purpose of firing, the
do not

block line of sight for the purpose of seeing if a Blip
token needs to be revealed

see later.] For firing purposes, the target hex must be
within the front 180° of the relevant figure’s (or vehicle’s) facing. Flamer fire will
block LOS (and pr
event entry) for one turn on the target hex/square for standard
flamers, and all affected hexes/squares for heavy flamers.

Whether or not a square or hex is in LOS and can be seen should be determined by
agreement (preferred), independent ruling or physic
al demonstration (ruler, tape
measure etc).

Overwatch/Covering Fire

Any figure with a ranged fire weapon that does not use its Fire or HTH action in a turn
may be declared by the player to be covering its 90
degree front fire arc, and this
figure will be

marked with a Covering/Overwatch marker. That figure may then use
its Fire action (once) during the opponent’s turn whenever another figure moves


within its range and (front 90
degree) LOS. For non
heavy weapons, covering fire (if
elected) will be insta
ntaneous after the single movement or action that triggered it.
For heavy weapons (reflecting power
up time), the firing is simultaneous with the
target figure’s

movement step or action (so simultaneous firing is possible if the
other figure fires a

weapon, with both results counting

if the other has a heavy
weapon, that weapon will not have discharged until the overwatch fire has hit). [If,
with covering fire by a heavy weapon, the target figure moves two hexes/squares,
‘tracking’ by the fir
er is assumed, and the covering player may elect either hex/square
as the target provided it is within range and LOS.]

When a figure is covering, the identity of the figure targeted is at the covering player’s
election (ie, it need not be the first to eme
rge) but the opposing player is not required
to reveal whether and when any particular figure is going to move in a turn until and if
that figure is about to do so. The Covering/Overwatch counter is removed after firing,
or the opposing side’s turn, is co
ncluded. Where a flamer’s effect has been blocking
LOS, as soon as the effect is lifted (at the commencement of that player’s turn),
covering fire is immediately available through the hex(es)/square(s) within range.

Heavy Weapons

Heavy weapons each ha
ve a special way of firing, depending upon the nature of the
weapon and its impact area and effect. The dice are rolled as usual. However, most
heavy weapons affect an area, and may therefore hit more than one target. The
following are examples of commo
n heavy weapon types:

Assault Cannon

When using the Assault Cannon the total number rolled may be split between

visible targets. Removing one miniature may make others visible targets. These may
then be removed, providing you have scored enough poi

Plasma Gun

The Plasma Gun fires at all miniatures in a straight line of squares or hexes, which
may be horizontal, vertical or diagonal. The total number rolled is compared to the
armour value of each and every miniature in the line of fire. Any f
igures caught in the
line must also be attacked

irrespective of which side they’re on, and regardless of
whether the figures in closer squares/hexes are eliminated or not. The line of fire will
be blocked as soon as it hits a wall or a closed door.

sile Launcher

The Missile Launcher must fire at a square or hex that is in LOS, rather than a
miniature, although the target square/hex

contain a miniature. Any miniature in
the target square or hex will be attacked with the total number rolled on bo
th dice.
Furthermore, any miniature in an adjacent square/hex will be caught in the blast and is
attacked with the higher of the two dice rolled. The blast will not affect adjacent
miniatures on the far side of a wall or closed door.



The Las
cannon may fire three shots in one turn. All three shots must be fired at the
one time

a figure may not fire one shot, move and then fire the remaining two shots.

Each shot of the Las
cannon affects an area of four squares or three hexes, but only

squares/hexes to which the firing Marine can trace a direct line of sight will be
affected. Each time the Las
cannon is fired, the player rolls one Heavy Weapons die:
each and every miniature in the affected squares/hexes will be attacked with the score

The player may instead decide to concentrate one or more shots onto the
area. If
you choose to do this, you may roll two or even all three Heavy Weapons dice in one
attack; the total scored by all dice will determine what effect your attack
has in the
target area.

Fusion Gun

The Fusion Gun fires at all miniatures along a straight line of squares or hexes; this
line may be horizontal, vertical or diagonal. Each and every miniature in the line of
fire is attacked separately by the total roll
ed on three dice. This is similar to the way
the Plasma Gun fires. However, the three dice are rolled separately for each miniature
in the line of fire, rather than a single roll being applied universally. As with the
Plasma Gun, the line of fire is blo
cked as soon as it hits a wall or a closed door.

The Conversion Beam

The Conversion Beam fires in a straight line of squares or hexes, which may be
horizontal, vertical or diagonal. The Conversion Beam will travel in a straight line
until it is blocked
by a wall or a closed door. The last square/hex in the line of fire is
where the greatest damage will occur. Any miniature in this square/hex will be
attacked by the total rolled on all dice.

The impact of the Conversion Beam causes an explosion which a
ffects all adjacent
squares or hexes. These squares/hexes are attacked by the total rolled minus one. The
blast will not affect adjacent miniatures on the far side of closed doors or walls.

The squares/hexes back along the line of fire are also affected

by the blast, which
recoils back along the line of fire, with decreasing effect. Each successive square/hex
back from the ground zero point is attacked with a score equal to one less than the
score on the square before it, until the Attack Value reaches
zero. (Thus, if the
Conversion Beam is fired at very close range it may result in the blast eliminating the
figure who fired it).



The Flamer shoots a burst of super
heated chemical that erupts into a ball of fire. The
Heavy Flamer (used by Term
inator Marines) affects the same area as a missile
launcher (the target square or hex and all adjacent squares/hexes), but the Hand
Flamer used by standard marines affects 4 squares or 3 hexes (like the lascannon’s
area effect). All miniatures in this area

will be attacked with the total number rolled on
both dice. The flame effect continues throughout the next (all other players’) turn,
blocking LOS and entry to all affected squares/hexes. Figures in the target area that
survive, may continue to move thr
ough however.

Mobile Heavy Weapons

The Tarantula

The Tarantula is a Mobile Support Weapon. During a normal Marine player turn, the
Tarantula may

fire, providing it is manned by a Marine. Unlike other
pieces, the Tarantula may not move


fire during the same Marine player turn,
unless certain Order Cards permitting this are played. [Order and Equipment cards
for Heavy Weapons do not apply to the Tarantula.]

As with other miniatures, the Tarantula will block the line of sight of oth
er Marines
firing. However, other Marine players can see past the Tarantula to locate Blip tokens
in their line of sight.

A player from an opposing side may not capture and use the Tarantula.

Tarantula Gunners

All Marines are trained to operate the Tar
antula. The Tarantula may only move or fire
when it is manned by a Marine. To operate the Tarantula, a Marine must be equipped
with the Tarantula Control Console and be standing in the square immediately behind
the Tarantula.

Because of the Tarantula’s
protective defences, Marine Gunners automatically have
their Armour Value increased from 2 to 4. However, this only applies if the Gunner is
fired at by a miniature that is forward of the Tarantula Gunner’s position.

For example, an Alien shooting at the

Gunner from forward of the Gunner’s position
must roll higher than a 4. If the Alien attacks the Gunner from 90° to the Gunner or
behind that angle, he only needs to roll higher than the Gunner's ordinary Armour
Value of 2.

If the Gunner is eliminated,
the Marine player may, during his turn, substitute another
Marine to act as Gunner. The new Gunner exchanges his current weapon for the
Tarantula Control Console. However, he may not move or fire the Tarantula in the
same turn unless an Order Card has be
en played. [In Space Crusade, each Gunner is
worth 5 points to the Alien player].


If the Tarantula is destroyed, the Gunner may be armed with a Bolter and continue as
an ordinary Marine.

Moving the Tarantula

The Tarantula may only move when a Gunner is

operating it. The Tarantula occupies
three squares (or 2 hexes) when manned by a Gunner. The three squares must run in a
straight line, either vertically or horizontally, but never diagonally. When moving, the
Tarantula may not end its move if any of t
he three squares or two hexes it will occupy
contain another miniature.

The Tarantula may move six squares or hexes at a time. Always count the number of
squares/hexes the Tarantula moves from the front edge. The Tarantula may move
horizontally or verti
cally, but never diagonally. It may change direction by pivoting
90° or 180° around its middle square. This turning motion does not require a MP for a

90° turn, but it does for a 180° turn.

Arcs of Fire

The Tarantula may only fire at those targets that

are partially or fully within its Arc of
Fire, and to which the Gunner operating the Tarantula can also trace a direct line of
sight. Targets that are fully outside the Arc of Fire may not be fired at. The tarantula
has an area impact effect of 4 adjace
nt squares (ie, the target square plus 3) or 3
adjacent hexes (the target hex plus 2).

Firing The Tarantula

The Tarantula may fire three shots in one turn. It has two Las
cannons which fire in
the same way as the standard Las
cannon. However, for each
of the three shots, the
Marine player rolls two Heavy Weapons dice instead of one. Therefore, by combining
shots onto the same area, the Tarantula may roll four or even six dice in one attack.

Squares or hexes will only be affected if they are within the

Tarantula’s Arc of Fire
in the Gunner’s line of sight.

Tarantula Order Cards

Some Order Cards may enable the Tarantula to move and/or fire several times in a
single turn. These are especially powerful, as the Tarantula may usually only move or
. The Order Cards that enable the Tarantula to do both are:
By Sections!, Move It!
and Fire!

Hits on the Tarantula

The Tarantula has an Armour Value of 6 and 2 Life Points. It may be fired at in the
usual way and if the value of the attack exceeds its
Armour Value by 2 it is destroyed
and removed from play. The Gunner reverts to his role as an ordinary Marine and
may then be armed with a Bolter. If its Armour Value is only exceeded by 1, it is


damaged and loses 1 LP. If its armour value is exceeded b
y 3 or more, the Marine
Gunner is injured (3) or killed (4 or more).


In Space Crusade, the Dreadnought is a Chaos/Alien android, but in Imperium Battles
there can be Chaos Dreadnoughts, Marine Dreadnoughts, Ork Dreadnoughts (and
Killer Kans)
, the Eldar may field Wraithlords. [In fact, the genuine Space Crusade
Dreadnoughts appear most closely connected with Necrons, and (if painted
accordingly) work very well in a Necron force.]

Moving the Dreadnought

A Dreadnought normally occupies four s
quares or two hexes, instead of one, but this
will depend on its base size. It may not move through or end its move where any of
the squares/hexes it would move through or occupy contains another miniature. The
standard Mark VII Dreadnought may move up t
o 4 squares/hexes. When moving the
Dreadnought always counts the number of squares/hexes it moves from the front edge
of its base. The Dreadnought may always change the direction in which it is facing by
turning on the spot. As with other miniatures thi
s does not count as a move or use up
any of the Dreadnought's movement if it is no more than a 90° turn, but a turn greater
than 90° uses up 1 MP.

The Dreadnought may not move diagonally on a “squares” gameboard, and on a hex
grid may only move towards on
e of the 3 “forward” hexes.

Passing through doors

Because of its size, inside buildings and caves etc. a Dreadnought must lower itself to
pass through doors. While it is lowered it may not fire any of its weapons. The
Dreadnought is, therefore, program
med never to stop beneath a door. A Dreadnought

finish its turn under a doorway/entrance. If the Dreadnought has insufficient
movement left to pass through a door fully it must stop by the door/entrance and pass
through on the player’s next turn.

The Dreadnought’s Weapons

A standard Mark VII Dreadnought starts the game with Bolters mounted on its body
and two heavy weapons. Before placing it onto the board, the player should choose
which heavy weapons it will have and clip these onto the Dreadn
ought model. When
the Dreadnought fires it may fire all three of its weapons. The weapons are fired one
at a time. It may fire more than one weapon at the same target or may choose to fire
each weapon at a different target. The Dreadnought can fire all

its weapons as long as
it can trace a line of sight to its intended target from at least one of the squares or
hexes it occupies. The Dreadnought may not fire those weapons that have been
removed. When it has lost both its heavy weapons it may only fire

with its Bolters.

The Space Crusade Chaos Dreadnoughts and Eldar Wraithlords (not Ork, Marine or
Chaos Marine Dreadnoughts) are tall enough to be able to establish LOS for their


heavy weapons over the top of shorter miniatures. They may target a square
or hex
(that is within range) with its heavy weapons provided that there is at least one space
(square or hex) between the intervening figures and the target. [This does not apply to
ithe (lower
slung) bolters and shurikens, however.]

The Dreadnought’s L
ife Points

Most (standard) Dreadnoughts have 3 Life Points. When it loses the first Life Point it
loses one of its heavy weapons (either through removal or shown as destroyed by
smoke etc.). The second heavy weapon is lost when it loses another Life Poi
Unless the second heavy weapon is a HTH one, it continues to roll its full number of
combat dice for hand
hand combat, even when damaged. It is removed from the
board when it loses its third Life Point. [Extra
heavy dreadnoughts can have up to 5

Standard Space Crusade Dreadnoughts

Depending upon the game scenario, up to four alternative Chaos Dreadnought models
can be designed in Space Crusade. Compared to a standard Dreadnought’s

i) Any Dreadnought fitted with the long
er leg pieces may move 6 squares/hexes
instead of 4.

ii) Any Dreadnought with the larger top superstructure may be armed with 4 weapons
instead of 2. Therefore, it takes 5 hits to eliminate the Dreadnought as there are 4
weapons to be removed instead of
2. The Armour Value for all Dreadnoughts remains
at 4.

The heavier Dreadnought weapons operate in exactly the same way as the heavier
Imperial weapons (Las
cannon, Fusion Gun and Conversion Beam).

Dreadnought Classes and Types

The Space Marines have n
amed the various Chaos Dreadnoughts in Space Crusade
encountered so far. Their names and capabilities are listed below:

Mark VII Dreadnought

Malevolent Class




Mountings for 2 Heavy/Extra
Heavy Weapons. Bolters
mounted on main structure.

Points Value



Mark VIII Dreadnought

Marauder Class




Mountings for 2 Heavy/Extra
Heavy Weapons. Bolters
mounted on main structure.

Points Value


Mark IX Dreadnought

Dominator Class




Mountings for 4 Heavy/Extra
Heavy Weapons. Bolters
mounted on main structure.

Points Value


Mark X Dreadnought

Abomination Class




Mountings for 4 Heavy/Extra
Heavy Weapons. Bolters
mounted on main structure.

Points Value


As noted above, there are also dreadnoughts constructed and operated by the Space
Marines themselves, the Eldar, and the Space Orks (provided the Ork force includes a
Painboy). Their characteristics and weaponry can vary.

Hand Combat

Instead of

firing, a miniature may attack using hand
hand combat. A miniature may

attack using HTH combat either before or after moving (but may not move both sides
of HTH combat). To attack another miniature in hand
hand combat you must be in
a hex or squar

to it, and it must be within the 180° of the attacker’s
Where the board is comprised of squares, not hexes, diagonals are not regarded as
adjacent, so the attacking figure must be in one of the four squares to the side, front or
rear (i
e, on a squares board, you cannot attack diagonally). The diagram below


indicates the adjacent squares on a board with squares that are valid for attacking ‘X’


A figure cannot move from in front of another miniature to a position behi
nd it, in
order to undertake a HTH attack from the rear, unless the defender would not have
LOS on the moving attacker.

In a HTH attack, each player rolls the Combat Dice applicable for the miniature’s
hand combat ability (including any special
equipment, weapons or other
features). Again, red dice

and more dice

reflect higher HTH capability. Players
compare how many points they have rolled. Whoever rolls the most points wins, and
equal rolls amount to a draw (“standoff”) and no damage is
incurred by either. If the
defending figure is not “facing” the attack (ie, if the attacker’s square/hex is not within
the front

of the defender), the attacker cannot be harmed by the defender, and the
best the defender can achieve is a standoff. Ot
herwise, though, the losing figure must
lose one life point for
point his/her opponent rolled above his/her own total.
Therefore, if one player rolled one and his opponent rolled three, he would lose two

Again, any miniature eliminated is remov
ed from the board (unless particular rules
dictate otherwise).

As with firing, some cards allow you to re
roll a die in HTH combat. In this case, too,
you do not have to re
roll a die, but if you do the new roll must be used.

Ork boarboyz can attack HTH

in the normal way, but (like other miniatures) cannot
continue moving, after a HTH attack, in that turn.

The Tarantula in Hand
Hand Combat

When attacking the Tarantula in hand
hand combat, the attacking player must
decide whether to attack the Tar
antula or the Gunner. The Tarantula itself does not
roll any dice in hand
hand combat, although the Gunner, if attacked, may roll two
Light Weapons dice as usual. If the Tarantula is attacked in hand
hand combat, the
opponent must try to destroy th
e Tarantula by rolling higher than its Armour Value of
6 (eg, using a Melta Bomb). If the attack succeeds, the Tarantula is damaged, or
destroyed and removed from the board, depending on whether the difference is 1 or
more. The Gunner reverts to his rol
e as an ordinary Marine and may then be armed
with a Bolter.


Artillery and Fixed Gun Emplacements

Fixed artillery pieces can vary from autodefence Sentinel Security Gun Towers to
massive Cyan Howitzers.

Sentinel gun towers
light gun emplacements


either one or two light bolters,
they have armour value 3, but are destroyed by the loss of 1 life/damage points. They
must have direct LOS to fire at a target, and it must be within range.

They may be
destroyed by a hit from heavy explosive or beam weap
ons, bombs (or other explosive
devices) or vehicle ramming. (Light weapons, heavy bolters, autocannons and HTH
attacks cannot damage such emplacements).

defence guns

are used in the original Space Crusade game as two of the random
“Alien Event Cards

one for corridor target and one for room targets. They can be
specifically located if you use appropriate miniatures (or even if you don’t but
otherwise mark their location), in which case (as in the Space Crusade cards) they roll
1 red die when firin
g. A maximum range of 8 works well, and they can be given an
defensive strength (armour value) of 2. Specific auto
defence guns have a points cost
of 8 points for 4 if standard marines, commanders and other figures are used, but there
is no points cost f
or 4 if the opposition fields heavier troops or automated weaponry
such as terminators, wraithguards, dreadnoughts, warwalkers or killer kans.

For specific (non
Alien Event Card)

defence guns covering a single
corridor or room, they operate
like overwatch, firing immediately there is movement
within LOS and range. For

defence guns, though, the field of coverage
(in a 180 degree arc) is wider and a target
acquisition sequence applies. When a figure
first enters LOS and range, th
e auto
defence player announces “Target Detected”, the
figure may then move 1 square/hex or perform a single action, during which the auto
defence player states “Tracking”. After that single space movement or action, the
defence player announces “Tar
get Acquired” and rolls the red die for firing (if
the figure is still in LOS and range, and the gun was not immediately destroyed by the
figure’s preceding action in firing a light weapon

a heavy weapon firing has a
deferred, and therefore concurrent, e

consistent with the Overwatch rules on
heavy weapons).

The ultra
Cyan Howitzers

can fire only every second turn (for barrel cooling
and reload). To reflect the difficulties with long
range accuracy, the Cyan Howitzer
requires the player to n
ominate the target hex/square, and one or two Hit Dice are

one if the target has moved more than 2 spaces away from its previous
position on the last turn, two if it has remained stationary. If a ‘hit’ is scored, the
target square is hit with a s
core of 5 and the adjacent squares with 3. If a ‘miss’ is
rolled, the impact square is determined by rolling a die numbered according to the
next adjacent ring of squares/hexes (ie, the further ring of squares adjacent to the ring
of squares immediately a
djacent to the target squares). The outer ring squares are
numbered consecutively from 1 being the one in front of the target (from the firing
perspective) and counted clockwise. If no figure, structure or vehicle remains on the
impact square/hex, it the
n becomes a crater. The Cyan Howitzer has an armour value
of 3, and can only be silenced (rather than destroyed outright). It has a minimum
range of 26 hexes and a maximum range of 45 hexes.


Mobile artillery

cannot be fired in the same turn as they hav
e been moved

ie, they
cannot be moved and then fired in the same turn (due to the need to ‘set up’), or fired
and then immediately moved (due to residual heat etc). The only exception to this is
the Cadian Imperial Guard field artillery piece, which can

be dragged 3 spaces after

For projectile (including altitude rocket) weapons, they may only be fired at a
miniature or vehicle if the piece has direct LOS on it, if a figure on the same side as
the piece has LOS on the target hex/square, or some
detection system otherwise
pinpoints the target miniature or vehicle. If the artillery piece has direct LOS the
target hex/square will be hit with the effect designated for that piece (if specialised),
or otherwise with two red dice and adjacent hexes wit
h the higher of the two. If
instead another figure has the LOS, the procedure above (regarding Cyan Howitzers)
is followed, with 2 Hit Dice being rolled and the impact outcome being two red dice
and the highest of them in adjacent squares. If instead som
e other detection system is
being relied upon, one Hit Die is rolled and the procedure is followed, again with two
red dice and the highest of them. For beam and linear projectile or missile weapons,
the target must be in direct LOS.

The target hex/squar
e must always be within range of the artillery piece

otherwise specified this is 20 hexes/squares for altitude projectile weapons and 15
hexes/squares for linear weapons.

Ork artillery pieces and heavy guns are subject to a Malfunction die roll (
see below
under “Space Orks”).



Opening Doors

Miniatures may only enter and leave rooms and buildings through open doors. A door
may be opened by moving onto one of the two squares or hexes in front of it, and

declaring that you are opening the door. The door piece should then be placed to the
side in an open position. (A door is removed from the board if it is destroyed.).
Players do not have to open a door if they do not wish to.

Opening a door does not c
ount as a MP. Having opened a door, a miniature may
continue to move. Players may close doors (if they are not destroyed), but a figure
cannot open and close a door in the same turn.

Depending on the scenario, it may be that ‘invading’ figures may not b
e able to
operate the doors. For destruction purposes, internal doors have an armour value of 1.


Interior bulkheads operate in the same way as normal doors, and again it is likely that
they cannot be opened manually by ‘invading’ figures. To
get through them, they
must be destroyed by rolling higher than the bulkhead’s Armour Value of 4. This may
be attempted by either firing (with the normal firing effects being applied), or in hand
hand combat. If an attack succeeds, the bulkhead is des
troyed and removed from
the board/table. Once eliminated from the game, it cannot be used again.

The player(s) playing the defending side(s) may open bulkhead doors and then close
them at the end of a turn.

Using Blips

Blips can be used in games to iden
tify figures that are out of LOS (and therefore are
not visible) but whose existence and general locality can be ascertained by reference to

sensors or scanning equipment. These blips can represent a single (unidentified)
figure (as in Space Crusade), sin
gle or multiple figures (as in Space Hulk), or even be
dummy blips for mistaken contacts caused by equipment error or environmental

Placing Blips

In Space Crusade, when a boarding miniature is moved onto one of the four
gameboards for the
st time
, that board must be scanned, and the Alien player places
any Blip tokens that he or she wishes onto that board section. The Alien player may
place out some, none, or all, of his remaining Blip tokens onto a board being scanned.
The Alien player
place out
remaining Blip tokens when the fourth board is
scanned. The Blip tokens may be placed onto any square that is not in the line of sight
of any boarding miniature. No more than one Blip may be placed onto a square.


Alternatively, a Space
style approach would be to place blips whenever figures
(or possible figures, for dummy blips) are brought on to the playing area.

[A third alternative is to place blips whenever those figures are within a certain
distance of an opposing figure (but
not in LOS), but this requires detailed record
keeping if disputes are to be avoided (and is not generally recommended)].

Revealing Blips

If a miniature moves onto a square or hex from which a line of sight can be traced to
one or more Blip tokens, then

those Blip tokens must be revealed. The opposing
player should turn over each Blip token that can be seen, and place the corresponding
miniature in the same square/hex or, where there are more than one figures on the
Blip, on that square/hex and adjacent

ones. [If there is not a miniature of that type
available to the player then no figure is placed onto the board/table, and the blip is
treated as if it had been a dummy and is discarded.]

When Blip token is revealed to show a miniature that takes up mor
e than one square
or hex, the miniature must be placed onto the board/table in such a way that part of it
occupies the square/hex the Blip token occupied.

Collecting Blip Tokens for Points

Where points are gained for eliminating figures

in Space Crusad

the Blip tokens
are used to reflect the points gained. Whenever a player eliminates an alien he or she
should check to see if there is a face up Blip or Reinforcement token for that alien. If
a token is available the successful player may take it. [
The token collected does not
have to be the specific token that was revealed for the alien miniature eliminated. As
long as there is a token available a Marine player may claim it for eliminating an
appropriate alien miniature.] If there is no token avai
lable then the Marine player will
not score any points for the alien eliminated (for example, where a purestrain
genestealer appears as a result of an Alien Event Card).

[In Space Crusade, there are no blips to record points for Marine/boarding miniature
eliminated by the defending player(s). The defending player scores 5 points for each
Marine eliminated and 10 points for each Marine with a heavy weapon or Marine
Commander eliminated. Marine players lose 5 points for every Marine eliminated, 10

for each Marine with a heavy weapon eliminated and 10 points if their Marine
Commander is eliminated. This loss of points can be recorded by moving the Points
track marker on the Scanner down the appropriate amount.]

Moving Blips

All Blip tokens may mo
ve a total of 5 squares or hexes, and follow the same
movement restrictions as miniatures. They may open doors. If a Blip token moves
and comes into view of an opposing miniature it must be revealed. A miniature that
was moving as a Blip but came into L
OS may continue moving after being revealed.
However, squares/hexes moved before being revealed count against the that figure’s


movement allowance. If the number of squares/hexes moved before being revealed is
equal to, or greater, than the movement allo
wance of the miniature, then that miniature

may move no further that turn, but may attack.


A heavy bridge is 5 hexes wide

figures can only end one move on middle (level)
“hex”. The bridge wall blocks LOS.

A light bridge is 4 hexes wide. A fi
gure cannot end its move on the bridge

it must
fully cross on that move.

Miscellaneous Terrain



block LOS. Trees and rocks/boulders can be destroyed. The
number of (cumulative) damage points necessary depends on their size

small (bushes), medium and large are 1, 2 and 3 points, for small, medium and large
rocks/boulders it is 2, 3 and 4 damage points. Once they are destroyed, they no longer
block line of sight.

Where there is a figure on a hill or cliff, and a figur
e or vehicle on the ground below,
the higher figure is visible to those below only when within 2 squares/hexes of the
edge. Similarly, the higher figure can only sight and fire on those below it the former
is within 2 spaces of the edge. A figure at grou
nd level adjacent to the hill/cliff is only
visible to figures above who are adjacent to the (higher) edge, and (consequently) can
only fire upon higher figures on those edge squares/hexes.


do not block LOS, but are treated as impassable ground.

A figure cannot end its move on

river rocks

it must gain level ground or
bank on that move.


Buildings also block LOS, and may be entered.

They may be destroyed by sustaining cumulative damage points when hit by heavy
e or beam weapons, bombs (or other explosive devices) or vehicle ramming.
(Light weapons, heavy bolters, autocannons and HTH attacks cannot cumulatively
damage a building). Large buildings require 16 or 20 damage points to destroy (20 for
reinforced ones
). Small structures require 10 damage points. Fortifications require
such damage points to be breached at a point (a single hex).

External building doors require cumulative damage points to be destroyed

wood 2,
steel 3, reinforced 4 and bunker/bulkhea
ds 5. For reinforced and bunker/bulkheads,
this can be achieved by only heavy weapons, bombs (or other explosive devices) or
specialised HTH attacks (ie, power HTH weapons such as power axes, chainswords,
lightning claws, thunder hammer etc.).




These rules apply to walls, trenches, pits, and rooftop defences.

A figure behind a high/complete defensive position is protected against all but altitude
projectile artillery weapons, but may also not fire at other figures over the defences
. A
figure behind a low/incomplete defensive position (one allowing firing by that figure)
has some protection, so that a firing roll at it subtracts 1 from the total rolled before
determining effect. Where the defence comprises both complete/high and
complete/low protection (eg firing slits in a wall or battlements), the defender may
fire at the opposing forces and retire to the complete protection in the same turn. In
such a case, the defending figure will be deemed to be in LOS for one
third of the
opposing figures who have LOS on the firing position if that figure fired in the
previous turn (minus 1 from the rolls), and for one
half of those figures (minus 1 from
the rolls) if it fires in both the two previous turns.

Figures on a roof, a tower or o
ther elevated positions will not be within LOS of
figures in squares/hexes below them and less than 3 distant from the structure, unless
the elevated figures have just fired at them or others in similar positions (in which
case apply the rules in the parag
raph above regarding figures firing from partly
protected positions).

Underground Scenarios, Caves

Battles can be fought in underground locations, particularly against genestealers and
alien “bugs”. To emulate caves, catacombs and the like, board secti
ons are used from
games like Games Workshop’s “Tyranid Attack” or “Advanced Space Crusade”
[these games each contain the same set of 6 board tiles (actually intended to be the
inside of a tyranid ship) which are ideal for use as twisting cavern]. For a la
tabletop game (where there are exterior and underground parts), a dozen of these tiles
can adequately cover, say, one third of the table. Less would be required for a small
sized variant. The alien player needs to have determined (and recorded)

tiles layout in advance, and the figures that are to begin a turn on them.

When a marine reaches the cave entrance

or entrance to the next cavern tile

uses his/her scanner, the alien player lays down the newly revealed tile and places

where those figures are (including any ‘dummy’ blips). Any further details of
the area being entered (eg, furniture, equipment) are revealed only when the marine or
other figure enters the area, presumably illuminates that area and gains LOS. For
d/genestealer missions, the blips from the “Space Hulk” game can be used.
They show a number when turned over (0
6). The 0 dummy blip represents scanner
errors caused by environmental anomalies (when in LOS they disappear). The other
blips can either re
present the number of figures revealed when in LOS, or (if such
large numbers are not being used) to identify the particular figure revealed

eg, 1 and
2 for a genestealer, 3 for a tyranid warrior, 4 for a hive tyrant, 5 for a carnifex, and 6
for some oth
er figure (eg, the hostage to be rescued).


There may be limitations on the movement of some miniatures within caves. For
example, while dreadnoughts and the carnifex may be able to negotiate tunnels a full
square wide, they may not be able to fit through

the distinctly narrowed entrances to
many passageways.

Swamps and Jungles

Scenarios can also be set in swamps or jungles. For swamps, you will need terrain
water pieces for swampy areas or lakes. Surface water areas are impassable except for
capable of flight and jetbikes, landspeeders, hover tanks and other ground
effect vehicles.

Tall and large trees are great terrain for enhancing any game and tabletop. Jungles and
forests must obviously have many trees, but swamp scenarios also benefit f
rom trees.
It is recommended that the rules permitting trees to be destroyed by heavy weapon fire
be suspended for such games as they reduce the possibilities and interest in the game
[‘justifications’ can include the trees being impervious to weapon fire

(worst), their
being violently explosive with highly corrosive and poisonous sap (best) etc.].

For inhospitable planets hosting aggressive lifeforms, you can add a range of hostile
denizens of swamps and jungles. These can include warlike Native Canniba
ls with
rifles/blades (we use Games Workshop’s Kroots), more primitive tribal natives with
spears/shields, giant spiders, velociraptors and other dinosaurs, mutants, and monsters
such as a Slime Monster or a Mud Giant. The local fauna can also be dangerou
s, like
the Miral Catcher plant that can seize and squeeze a figure in range (4 hexes for large,
2 hexes for small) of its tendrils. If the plant is not forced to release the victim that
turn, the HTH value (for the plant) increases by 1 each subsequent t
urn. Other types
of spitting, exploding and grasping plants can be used, and simple ‘rules’ tailored

You can play a randomly
generated technique for the appearance of such creatures.
For example, each player rolls a D12 die at the beginning

of their turn, and a 10, 11 or
12 means a hostlie event. Then the D12 is rolled again, to see what occurs
to that

(once only that turn): 1, 2, 3 or 4 = a Native [emerges from a tree], 5 or 6 = a
Large Spider [out of a hole in the ground], 7 = a Ve
lociraptor attacks [from
somewhere out of LOS, behind/in any cover], 8 = a Slime Monster [from the swamp
or lake waters), 9 = a Mud Giant [from out of mud or a beach] or Rock Monster, 10 =
a Mutant [from some designated place(s) such as a Monolith or huge
fallen tree], 11 =
Alien Plant attack, 12 = False Alarm. The attack occurs immediately, and one of the
other players controls the native or “monster”. The target player may use any
Overwatch remaining from the previous turn. If there is no relevant tree

or specified
place proximate to any of the target player’s figures, that event does not occur, and the
game continues normally.



In external, tabletop games, vehicles may be used. Just like miniature figures,
Dreadnoughts etc, they have a movem
ent allowance, armour value, and weapons that
may be fired. A Space Ork force may only include vehicles if the force includes at
least one Mekboy.

Wrecked and burning vehicles on the battlefield do block LOS and the passage of
figures and most other vehi
cles. Tanks and titans, however, may drive over and crush
light vehicles that are destroyed at a cost of 2 MPs per hex/square, and the crushed
vehicle is then removed from play.



are armoured personnel carriers (APCs), and can car
ry up to 10 marines.
Marines embarking or disembarking spend 1 movement point in doing so. They are
armed with only two bolters (2 white dice roll for each), but they have armour value 4.
They have 3 life points, and move up to 10 hexes when undamaged.

On the loss of 1
life point, they move at 8 hexes per turn, and on the loss of 2, speed is reduced to 6
hexes per turn.. Rhinos can attempt to ram other vehicles, figures or some objects
(being small buildings, small rocks or small
medium trees) provided

it has moved at
least 4 hexes to gain speed

this effectively means a HTH attack, rolling two red dice.
If a Rhino is destroyed, each occupant rolls a red die, and subtracts the roll from 3 to
determine the damage/life points lost. If survived, they mu
st immediately vacate the
Rhino to a hex adjacent to a door.


are small tanks, built on the same chassis as Rhinos (but not carrying
troops), and so share the Rhinos’ speed (10/8/6) and armour/damage points (4/3)
characteristics. Its main gun fi
res 2 red dice if moving before firing in that turn, and 2
red and 1 white if static immediately before firing in that turn

impact effect is like a
missile launcher.

Where a Rhino or Predator fires at a miniature or light gun emplacement while
moving, i
f it survives the target may immediately return fire at that time.

Heavy Tanks

Heavier tanks, such as the
Leman Russ Demolisher

tank are stronger but slower than
the medium tanks and APCs. They have armour value of 5, but still 3 life points, and
move u
p to 7 hexes when undamaged. On the loss of 1 life point, they move at 5
hexes per turn (6 if looted by Orks and painted red), and on the loss of 2, speed is
reduced to 3 hexes per turn.

Armoured vehicles may be destroyed by sustaining cumulative damage
points when
hit by heavy explosive or beam weapons, heavy bolter, bombs (or other explosive
devices) or vehicle ramming. (Light weapons, autocannons and HTH attacks cannot
cumulatively damage a tank or APC). As a LP is lost by a tank, so is a primary
pon (most tanks have 3 or 4). That weapon can be chosen by the target tank


commander, but it must (if possible) be one in LOS of the successful attacking vehicle
or miniature.

Ork looted tanks, or clan vehicles such as Gobsmashas or Spleenrippas, must
dertake the Malfunction roll (see below) for each heavy weapon on each firing (ie,
turret kannons, heavy plasma guns, lascannons etc).

The Necron anti
grav tank has armour of 5, moves 8 (irrespective of terrain), and is
armed with 2 Gauss Cannon (2 x 2 re
d dice).

For turreted vehicles, the turret can change its facing (for firing purposes) at a cost (to
the vehicle) of 1 MP.

Transport Shuttles/Aerial Gunships/Assault Ships/Dethkoptas

A transport shuttle has armour value of 3 (before it is “hit” by inco
ming fire), and has
3 life points. It has fixed forward
facing bolters only (2 white dice).

An aerial gunship/landing assault ship has armour value 4 (armoured), but 2 life
points only (to reflect the explosive nature of its ordnance). It has a bolter t
urret and a
tracking missile array. Each missile fired rolls one red die against individual ground
targets firing ground
ground, and each missile reload takes 2 turns.

The Ork Dethkopta is a Mekboy
designed helicopter, that carries twin linked cannons

(2 red die, after a malfunction roll). The kopta is armoured (armour value 2), and
moves 9 squares/hexes, unobstructed by terrain. Its manoeuvrability means that firing
on it reduces the firer’s roll by 1. The pilot’s pistol fires 2 white dice.

Ork W
arbikes/Marine Landspeeders/Eldar Jetbikes/Marine Bikes

Ork warbikes

can move up to 10 spaces in a turn, and can fire their 2 autocannons (at
the same target) while moving. To reflect reduced accuracy at speed each autocannon
rolls only one red die to hi
t. If firing stopped, two red dice are rolled for each and
totalled (like a normal heavy weapon). Malfunction rolls are required as usual.
Warbikes have armour value of only 1 (the rider) and 1 LP,

Where a warbike fires at a miniature or light gun empl
acement while moving or fires
at the beginning of its turn and moves off, if it survives the target (and only that
miniature) may immediately return fire at that time (and may not fire again in its
immediately following turn). Due to the autocannons being

fixed, the target must be
(as close as the hexes or squares permit) in direct front LOS from the facing of the
warbike at the time of firing.

Similar rules apply to
Marine landspeeders

Eldar jetbikes
, except that their
weapons may differ (eg, landspe
eders’ armament may not be fixed), the landspeeders
have armour value 2 (jetbikes armour value 1), and the landspeeders may move 11 and
the jetbikes 12 hexes per turn.


Marine bikes

travel 10 spaces per turn.
Chaos Marine Bikes

are equipped only with
facing bolters, but have sharp scythes attached to the bike to add to their HTH
effectiveness. They have armour value 2.

The speed of Bikes, Jetbikes and Speeders is such that when they are fired upon (if
moving) the firer’s total roll is reduced by
1 to reflect the fast
moving target.

The rules regarding accuracy of shooting when moving (1 white die instead of 2), and
decreased vulnerability as a target when moving (subtract one from the firer’s roll),
are also applied to Ork boarboyz (who can move
up to 9 spaces in a turn).

Ork Warbuggies and Wartraks

Ork buggies are fast attack vehicles, moving up to 10 spaces a turn, and so are subject
to the same move/fire rules as set out above for Warbikes. The buggies have armour
value 2 from the front, 1 f
rom the side or back, and 2 LPs. Wartraks do not move as
fast (up to 8 squares/hexes), and so those rules are not applied to them. Wartraks also
have 2 LPs, but (being more strongly built) an armour value of 2, except the smaller,
older, lighter ‘traks

such as the light Scorchas

which have armour value 1. The
light Scorcha carries a standard (rather than heavy or hand) flamer, which rolls 1 red
and 1 white die, has a range of only 7, no area effect. The heavy Scorcha is armed
with a heavy flamer.

n vehicles like the warbuggies and wartraks, where the gunner is exposed, it is
possible for a firing miniature to target the gunner rather than the vehicle. The firing
figure must have LOS to the gunner that is not obstructed by the vehicle or weapon

namely, the firing miniature must be at 90° to the gunner or behind that
angle (otherwise the normal vehicle armour value applies). If the driver is killed, the
vehicle cannot move but can fire, if the gunner ork is killed, the vehicle can move (a
ram) but not fire. If the driver or gunner is attacked HTH, they roll only 1 white die to



Eldar warriors can be readily added to Imperium Battles, in the same manner as they
are added to Space Crusade by the ‘Eldar Attack’ expansion
. [In Space Crusade, an
Eldar squad led by an Exarch can do battle against the Alien forces in a 2
player game,

and these is also a 5
player scenarion that combines a smaller Eldar squad with the 3
Space Marine squads against the forces of Chaos.]


The Eldar are a very graceful race combining speed and artistry with deadly fighting
skills. The standard Eldar warriors

Guardians and Dire Avengers

move faster in
combat situations having a movement of 7 spaces. However, Eldar carr
ying heavy
weapons generally lose this rapid movement and can only move at a rate of 3 spaces
per turn. Their fast reactions and close combat weapons allow them to roll two light
weapons dice in HTH combat when not carrying heavy weapons (1 with heavy

Eldar Guardians




7/3 spaces

Life Points:


Hand to Hand Combat:

2/1 light weapons dice

Eldar Weapons

The standard weapon of Eldar warriors is the Shuriken Catapult. A full squad of ten
Eldar will also carry up to 6 heavy we
apons, including Shuriken Cannons, Missile
Launchers and Las
Cannons, and will be led by an Eldar Exarch.

Shuriken Catapult

is the Eldar Warrior’s standard weapon. The catapult fires a
burst of small star
shaped projectiles with a mono
molecular cutt
ing edge, using a
gravity based firing mechanism. An Eldar using a Shuriken Catapult may roll 2
(white) light weapons dice.

Shuriken Cannon
is a larger and far more powerful version of the standard
Shuriken Catapult. It has a far greater rate of fir
e and its projectiles fly at a higher
velocity. The Shuriken Cannon’s great rate of fire allows it to score several hits on a
single target. As a result, an Eldar firing a Shuriken Cannon may attack 3 times using
one heavy weapons die and one light weapo
ns die against up to 3 targets, resolving
each shot separately. These attacks may be divided up before and after the attacking
Eldar’s movement

for example, he could fire two shots, move and then fire once

may fire 2 shots in one t
urn. Both shots must be fired at the same
time. As with other las
cannons, each shot of the Las
Cannon affects an area of 4
squares (or 3 hexes), but only the squares/hexes to which the firing Eldar can trace a
direct line of sight will be affected. Eac
h time you fire the Las
Cannon, roll a heavy
weapons die: each and every miniature in the affected squares or hexes will be
attacked with the score rolled. You may also decide to concentrate one or more shots


onto the
area. In this case, you may rol
l up to 2 heavy weapons dice in one
attack; the total scored by all dice will determine what effect your attack has in the
target area.

The Eldar
Missile Launcher

works in exactly the same way as the Space Marine
Missile Launcher.

Eldar Warrior Types

here are a wide variety of Eldar warrior types that can be used in (Space Crusade
and) Imperium Battles. They each have special characteristics and/or abilities.

As noted above, the standard Eldar troops are

Dire Avengers
. These
both mov
e 7 squares/hexes, roll 2 white dice in HTH and 2 white dice in firing (with
the Dire Avengers’ accuracy permitting a re
roll of one). Their armour value is 2.

Fire Dragons

are equipped with fusion guns and melta bombs, so they roll 1 red
and 2 whi
te dice in firing (but only in the range 2 to 6 spaces), and 2 red dice in HTH
when attacking (2 white if attacked). As their gun is slightly larger, they move only 6.

When the
Howling Banshees

attack HTH, their sonic helmets cause their victim to

paralysed (during that attack) and unable to fight back (at all).

Striking Scorpions

are very quick in movement (8) and HTH combat, and can
also use their laser mandiblasters, so they roll 2 white and one red dice in HTH.

The Eldar
Warp Spiders


their Deathspinners (monofilament guns) over a short
range of only 5 squares/hexes, but roll 1 red and 1 white dice in firing. Their jump
generators also give them the ability to jump through warp space, disappearing and
reappearing up to 8 spaces away (
provided they have seen their destination beforehand

excluding spaces behind figures). Overwatch is not triggered unless and until they
appear in LOS.

Swooping Hawks

may fly 10 spaces in a turn (but will trigger overwatch as they
approach), or up t
o 18 spaces if they spend a whole turn in the air. The fragility of
their wings means that the ability to fly is lost if they are wounded.


are equipped with Needler Rifles, which may fire 12 spaces with a
reroll on one die if they have not
moved. Their camouflaged cameoline cloaks make
them hard to detect, and when they are fired at the firer must subtract 1 from the dice

The mysterious Eldar

are among the most deadly Eldar warriors. Their
fast movement, gymnastic skill a
nd flipbelts give them 4 white dice in HTH combat,
and they may move up to 8 spaces. Their holosuits also make them difficult to focus
upon, and so when they are fired at the firer subtracts 1 from its dice roll.
’ flip belts mean they can m
ove 6 even with their heavy weapons.



are usually in company with a
. Then they have 3 BPs and
armour value 3, moving up to 5 hexes/squares. The strange technology of their
Wraithcannons are subject to a malfunction roll

a D12 die m
ust first be rolled:


if it rolls a 1, the weapon jams,


if it rolls a 2, the weapon explodes without firing, immediately
destroying both the weapon and the Wraithguard (unlike Ork weapons,
the effect of the warp implosion is limited to only that hex/square

If the wraithcannon does not malfunction, the Wraithguard player then rolls 1 red die,
and if a number other than 0 is rolled the target figure is completely destroyed as it
implodes into a miniature warphole.

If the Warlock is killed, the Wraithgua
rds are reduced to 1 BP, 3 movement and
armour value 2.


has a Movement Allowance of 5 spaces, 2 Lifepoints, Armour value 1,
and fights with 2 white dice (firing or HTH depending on how the warlock is armed).
In addition, the warlock may (at th
e beginning of the game) choose three of the Exarch
cards not selected by the Exarch (see below) out of the following: Distraction,
Telekinesis, Mental Projection, Mighty Strike (if has a HTH weapon), Crack Shot (if
has a ranged fire weapon). These powers

are not lost until the Warlock is killed.

Dark Reapers
, armed with heavy weapons, have thick armour (armour value 3)
and reroll one die to reflect the accuracy of their range trackers.

Eldar may also field one or more
, the Eldar equivale
nt of dreadnoughts.
They are generally armed with a lascannon and a power fist (sometimes 2 power fists,
with the lascannon being shoulder
mounted), and standard shurikens. They move
more quickly than other dreadnoughts and, notwithstanding having lighte
r armour, can
withstand significant damage (they have 5 LPs) and are notoriously difficult to kill.

Eldar Exarchs

The Exarchs are held in awe by the Eldar Warriors they lead because of their single
minded dedication to the arts of combat. Swift and dead
ly, they make formidable
opponents unarmed, and once armed with the most potent of Eldar weaponry, they are
practically invincible.

All Exarchs are armed with a standard Force Sword and Shuriken Pistol combination.
The Force Sword gives them a high close

combat rating while the Shuriken Pistol
allows them to attack in ranged combat twice in a turn. An Exarch may divide the
shots before and after his move if he wishes and he may shoot at two different targets.
Each shot is resolved separately.




7 spaces

Life Points:



Special (see below)

Hand to Hand Combat:

3 light weapons dice



2 light weapons dice (may fire twice in