Space Crusade: Introduction & Player Setup

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Maturin
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Space Crusade: Introduction & Player Setup

Post by Maturin » Tue May 28, 2019 9:59 am

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So, here we find ourselves in an enemy-infested sector of the Imperium! There is much to fear but also great opportunity for glorious victories.

Three "chapters" of the Legiones Astartes - the Blood Angels, Ultramarines & Imperial Fists - have each nominated one of their best sergeants to compete for the ultimate glory; to bring fame to their chapter by clearing this sector of Alien scum & achieving the renowned rank of Captain Senioris.

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Blood Angels: Sly Boots - Sgt. Hicks
Ultramarines: Mantis - Sgt. Valius
Imperial Fists: Animalmother - Sgt. Maximus Trusst

Each of you shall be given access to the best marines and equipment available, for you will need them if you are to stand a chance against the Alien Overlord dominating this corner of the Imperium.

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Last edited by Maturin on Tue May 28, 2019 5:57 pm, edited 5 times in total.

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Maturin
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Re: Space Crusade: Introduction & Setup

Post by Maturin » Tue May 28, 2019 9:59 am

Mantis, Sly Boots and Animalmother have bravely put themselves forward. The three of you will need to choose your chapter & provide the name of your sergeant. Also, if you want to, you can provide me with a different face you'd like to see on your commander's icon.

The only thing that differentiates the 3 chapters in the game (apart from the pretty colours) are the Order Cards and Equipment Cards that are available to you each mission. Otherwise, you all have access to the exact same weapon loadouts.

Don't worry about actually selecting weapons/cards right now, we'll do that at the start of the mission itself (you'll get to pick 1 Order card and 4 Equipment cards), but feel free to peruse what's available to each chapter to get a flavour of things:

Weapons:
Spoiler
(Red dice deal more damage and have a greater chance to hit than white dice)

You can only carry 1 of each type of heavy weapon amongst your 4 Marines, but may carry multiple Bolters.
Your Commander has access to 1 of 3 specialist weapons:

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Cards:
Spoiler
(These scanned cards were the best resolution I could find, I can read them okay on my monitor but if you struggle with any of them just ask me and I'll let you know what they do - right-click and View Image might get them to appear a bit bigger).

The card front is above, the back of the card is below.

Blood Angels:
Spoiler
Orders:
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Equipment:
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Ultramarines:
Spoiler
Orders:
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Equipment:
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Imperial Fists:
Spoiler
Orders:
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Equipment:
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Once the 3 of you have chosen your chapters (first come, first serve!) I'll go through the basic gameplay. You'll pick the rules up very quickly once we start playing.

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Sly Boots
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Re: Space Crusade: Introduction & Setup

Post by Sly Boots » Tue May 28, 2019 10:09 am

Blood Angel!

Sgt Hicks (I gave him a promotion ¬_¬)
Heavy bolter

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Maturin
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Re: Space Crusade: Introduction & Setup

Post by Maturin » Tue May 28, 2019 10:19 am

Cool. :)

There are some subtle differences to how the 3 chapters play - Imperial Fists for example are the only ones who have access to Suspensors, which allow all heavy weapon marines to move the full 6 squares the whole mission. Plus they have the Heavy Weapon order card & Combi-weapon Equipment card.

But the Blood Angels & Ultramarines have more protection for their Commander; Force-field and Medi-kit. So the Imperial Fists commander is a little more exposed, to balance out the extra firepower he has.

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Re: Space Crusade: Introduction & Setup

Post by Animalmother » Tue May 28, 2019 1:17 pm

Imperial Fists

Sgt Maximus Trusst
Axe & Bolter

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Maturin
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Re: Space Crusade: Introduction & Setup

Post by Maturin » Tue May 28, 2019 2:12 pm

Sly Boots wrote:
Tue May 28, 2019 10:09 am
Sgt Hicks (I gave him a promotion ¬_¬)
Heavy bolter
By the way, when I start the first mission and you choose your weapons/equipment, you might find the heavy bolter isn't the most desirable weapon for your commander. But we'll come to that. ;)

The way hand to hand combat works in this game is utterly brutal for the Space Marines and the majority of people actually go for the power glove and sword just to ensure the commander can survive the mission.

We'll talk about how combat dice and hand to hand combat works a bit later.

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Re: Space Crusade: Introduction & Setup

Post by Sly Boots » Tue May 28, 2019 3:00 pm

Will be guided by you mate, as I've no idea what I'm doing :lol:

I only chose the rifle through some misguided attempt at role-playing it, anyway :)

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Maturin
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Re: Space Crusade: Introduction & Setup

Post by Maturin » Tue May 28, 2019 3:22 pm

Actually here's a brief rundown on how each mission will play (I'll go into the combat separately):

* I will give you a primary objective to achieve, which is worth a large chunk of points to the player who achieves it. A secondary objective may be revealed during the mission.

* You then choose your weapon loadout & Order/Equipment cards.

* You'll then each take turns to move & attack (or attack & move) with each of your units on the map - You can move diagonally. Then the Aliens get to move/attack.

* Each time a marine moves onto a new map quadrant for the first time, the alien player will place a series of 'blips' onto that quadrant which represent the enemies. If you step into line of sight of one of them, I will then reveal that enemy.

* The enemies you kill will each have a points value, which will get added up as we go along, but you will also lose points for each of your marines which die; -5 pts for a Bolter marine, and -10 pts for a Commander or heavy weapons marine.

* The mission ends when each squad moves all its surviving units back into their docking claw. We will then de-brief and decide whether any promotions or Honour Badges can be given. Any lost marines are automatically refreshed from the chapter's ranks.

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Re: Space Crusade: Introduction & Setup

Post by The Jackal » Tue May 28, 2019 5:01 pm

Bugger, missed it... Oh well, I'll watch and see how it works for next time.
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Mighty Horse Rocks The Fat Ass.

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Maturin
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Re: Space Crusade: Introduction & Setup

Post by Maturin » Tue May 28, 2019 5:12 pm

The Jackal wrote:
Tue May 28, 2019 5:01 pm
Bugger, missed it... Oh well, I'll watch and see how it works for next time.
It's okay, I'll happily run some more missions after the current 3 have played it. I'm not sure yet how many missions we'll need to get a winner - maybe 6 or 7? The mission book has 12 missions but we won't need to do as many as that.

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Re: Space Crusade: Introduction & Player Setup

Post by Maturin » Tue May 28, 2019 5:14 pm

Actually, we're still waiting on Mantis but I guess he's busy today. Being a forum-only game, we could play during the daytime if some of you can access a browser tab while at work and have enough quiet moments. I seem to recall Sly & Mantis used to be able to spare the odd hour here and there during the day.

The 3 of you can dip in and out and take your turn, since you won't really need to discuss tactics with eachother (although it's more fun if we'll all on at the same time). I'm going to be around pretty much all day every day over the next couple of months, so I'll have GA open in a tab most of the time. Probably only takes about 5 minutes for each of you to play your turn, which will decrease rapidly once I start whittling down your marines.

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Re: Space Crusade: Introduction & Player Setup

Post by Sly Boots » Tue May 28, 2019 5:33 pm

Yeah, I work from home so I can probably respond pretty quickly each time it's my turn and keep things moving.

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Re: Space Crusade: Introduction & Player Setup

Post by Mantis » Tue May 28, 2019 5:52 pm

I'm here now for the rest of the evening. Sergeant Valius of the Ultramarines ready for duty.

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